Files
SVSimServer/SVSim.BattleEngine/Rng/HeadlessBattleMgr.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

56 lines
2.7 KiB
C#

using Wizard.BattleMgr;
namespace SVSim.BattleEngine.Rng
{
// The headless authoritative single-battle mgr. Overrides the three BattleManagerBase RNG methods
// (now virtual per the Task-4 DP5 patch) to delegate to an injected IRandomSource instead of the
// IsForecast-gated System.Random fields. This is the F2 decoupling: VFX stays suppressed
// (IsForecast == true) while RNG rolls real. The skill RNG path calls BattleManagerBase.GetIns()
// .StableRandom*, and the base ctor registers `this` as the singleton, so constructing the battle as
// HeadlessBattleMgr makes every roll dispatch (virtually) to these overrides.
//
// randomResult is set inside the overrides (it has a protected setter, reachable only from a
// subclass — NOT from RandomSourceBridge); it is read by the Phase-2 NetworkSkill_cost_change emit
// path, so the overrides keep it faithful. The arithmetic itself lives in RandomSourceBridge so it
// stays unit-testable and reusable by a future NetworkBattleManagerBase-derived mgr.
public sealed class HeadlessBattleMgr : SingleBattleMgr
{
private readonly IRandomSource _rng;
public HeadlessBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
: base(contentsCreator)
{
_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
}
// Phase-5 chunk 45: overload for the pre-seeded GameMgr path — fixtures build a GameMgr,
// seed it (SeedCharaIds + SeedNetUser), then hand it to this ctor. Retires the ambient bridge.
public HeadlessBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng, GameMgr gameMgr)
: base(contentsCreator, gameMgr)
{
_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
}
// KNOWN DIVERGENCE: the base StableRandom/StableRandomDouble also bump a private
// `stableRandomCount` diagnostic field; these overrides cannot (it's private to the base) and do
// not. The field is currently unread anywhere in the engine, so this is harmless; if a future
// replay/audit path starts reading the count, promote it via a protected accessor (another DP5
// patch) rather than leaving it silently zero.
public override int StableRandom(int val)
{
double unit = _rng.NextUnit();
randomResult = unit;
return RandomSourceBridge.Range(val, unit);
}
public override double StableRandomDouble()
{
double unit = _rng.NextUnit();
randomResult = unit;
return unit;
}
public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val);
}
}