Files
SVSimServer/SVSim.BattleEngine/Shim/External/LooseEnds.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00

58 lines
1.8 KiB
C#

// AUTHORED SHIM (not copied). Final loose ends for the M1 compile: (1) namespace
// "anchors" -- empty `using` targets in tangentially-copied files reference these
// namespaces, which must merely exist; a single internal anchor type declares them.
// (2) a few concrete tangential types referenced directly. (3) minimal third-party
// serialization/SDK surface. None is on the battle-resolution path.
namespace Wizard.AutoTest { }
namespace Wizard.Title { }
namespace Wizard.ErrorDialog { }
namespace Wizard.Bingo { }
namespace Wizard.Scripts.Network.Data.TaskData.BuildDeckPurchase { }
namespace Wizard.Scripts.Network.Data.TaskData.ItemPurchase { }
namespace Wizard.Scripts.Network.Data.TaskData.SkinPurchase { }
namespace Wizard.Scripts.Network.Data.TaskData.SpotCardExchange { }
// These are NAMESPACES (used as `using` targets in copied files), not types.
namespace Wizard.DeckSelect.FirstDisplayPageIndexGetter { }
namespace Wizary.StorySelectionWorld { }
namespace Wizard.Scripts.Network.Data.TableData.Arena.TwoPick { }
// IManager: a Cute manager interface implemented by NetworkManager/ResourcesManager.
namespace Cute { public interface IManager { } }
// ---- third-party serialization / SDK (minimal surface) ----
namespace MessagePack
{
public static class MessagePackSerializer
{
public static string ToJson(byte[] bytes) => "";
public static byte[] FromJson(string json) => new byte[0];
}
}
namespace MiniJSON
{
public static class Json
{
public static object Deserialize(string json) => null;
}
}
// AOT P/Invoke callback attribute (IL2CPP) + StandaloneFileBrowser anchor.
namespace AOT
{
}
namespace SFB
{
}
// ---- third-party SDK namespace anchors (referenced via `using`) ----
namespace Facebook { }
namespace Facebook.Unity
{
}
namespace RedShellSDK
{
}