Files
SVSimServer/SVSim.BattleEngine/Shim/View/HeadlessHandViewStub.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

53 lines
3.2 KiB
C#

// AUTHORED SHIM (not copied). A non-null no-op HandViewBase the headless emit path needs.
//
// On the OperateMgr/network play path, BattlePlayerBase.SetupActionProcessorEvent subscribes an
// OnBeforePlayCard handler that calls BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422) —
// a pure presentation-layer hand-card removal. The m1_stub_gen generated IBattlePlayerView.HandView getter
// returns default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
// (SetupActionProcessorEvent is OperateMgr-only). Seed a single shared no-op HandViewBase whose card-view
// list is non-null so RemoveCardFromView is a safe no-op (the played card is never in this view's list, so
// the abstract RearrangeHand is never reached). Nothing here touches game state.
using UnityEngine;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 1 of 5 methods unrun in baseline
// Type: Wizard.Battle.View.HeadlessHandViewStub
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.View
{
internal sealed class HeadlessHandViewStub : HandViewBase
{
// Shared instance the generated IBattlePlayerView.HandView getters return headless.
public static readonly HeadlessHandViewStub Instance = new HeadlessHandViewStub();
// Base param ctor initializes the protected _battleCardViewList (the default ctor leaves it null,
// which RemoveCardFromView would NRE on). CreateHandControl is overridden to a null no-op below.
public HeadlessHandViewStub() : base(null, null) { }
protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
// HEADLESS-FIX: with CreateHandControl returning null, the base implementations of
// HandUnfocus/HandFocus/FocusRearrangeHandHand (HandViewBase.cs:124/133/142) NRE on
// `_handControl.SetHandState(...)`. These are PURE PRESENTATION methods — they ease the hand
// cards in/out visually as a side effect of leader healing, spell selection, etc. — with no
// game-state implications, so the safe headless behavior is a no-op returning NullVfx.
//
// Live regression: bid 799755786270 (2026-06-07). A follower with a `when_spell_play` Heal
// trigger fired on its leader for 0 (the trigger fires regardless of heal amount, and even a
// 0-heal still drives `ApplyHealing` → `CreatePullHandInVfx` → `HandView.HandUnfocus()`
// unconditionally per ClassBattleCardBase.cs:234/239). Stack:
// Skill_heal.Start → ClassBattleCardBase.ApplyHealing → CreatePullHandInVfx
// → HandViewBase.HandUnfocus → NRE on null _handControl.
// Same pattern as the metamorphose-NRE shim fix (ViewUiTouchStubs.cs's
// BattleCardView.GameObject lazy non-null): production Unity touches that the headless
// engine needs to no-op rather than throw.
public override VfxBase HandUnfocus() => NullVfx.GetInstance();
public override VfxBase HandFocus() => NullVfx.GetInstance();
public override VfxBase FocusRearrangeHandHand() => NullVfx.GetInstance();
}
}