Files
SVSimServer/SVSim.BattleEngine/Engine/Sqlite3Plugin/DBProxy.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

138 lines
2.8 KiB
C#

using System;
using System.Runtime.InteropServices;
using System.Text;
namespace Sqlite3Plugin;
public class DBProxy : IDisposable
{
public IntPtr DBHandle { get; private set; }
public string dbPath { get; private set; }
public DBProxy()
{
dbPath = null;
DBHandle = IntPtr.Zero;
}
public bool Open(string fileName, string vfsName = null)
{
dbPath = fileName;
IntPtr ppDB = IntPtr.Zero;
byte[] bytes = Encoding.UTF8.GetBytes(fileName + "\0");
byte[] zVfs = null;
if (!string.IsNullOrEmpty(vfsName))
{
zVfs = Encoding.UTF8.GetBytes(vfsName + "\0");
}
int num = Sqlite3LibImport.sqlite3_open_v2(bytes, out ppDB, 1, zVfs);
DBHandle = ppDB;
bool num2 = num == 0;
if (num2)
{
Exec("pragma journal_mode=OFF");
Exec("pragma synchronous=0");
Exec("pragma locking_mode=EXCLUSIVE");
return num2;
}
Debug.LogError("sqlite3_open failed: code " + num);
return num2;
}
public bool OpenWritable(string fileName)
{
dbPath = fileName;
IntPtr ppDB = IntPtr.Zero;
bool flag = true;
try
{
int num = Sqlite3LibImport.sqlite3_open(Encoding.UTF8.GetBytes(fileName + "\0"), out ppDB);
DBHandle = ppDB;
flag = num == 0;
if (flag)
{
Exec("pragma journal_mode=MEMORY");
Exec("pragma synchronous=1");
Exec("pragma locking_mode=EXCLUSIVE");
}
else
{
Debug.LogError("sqlite3_open failed: " + num);
}
}
catch (Exception ex)
{
if (ppDB != IntPtr.Zero)
{
Sqlite3LibImport.sqlite3_close(ppDB);
DBHandle = IntPtr.Zero;
}
throw ex;
}
return flag;
}
public bool Begin()
{
return Exec("BEGIN;");
}
public bool Commit()
{
return Exec("COMMIT;");
}
public bool Rollback()
{
return Exec("ROLLBACK;");
}
public bool Vacuum()
{
return Exec("VACUUM;");
}
public virtual void Dispose()
{
CloseDB();
}
public virtual void CloseDB()
{
if (DBHandle != IntPtr.Zero)
{
int num = Sqlite3LibImport.sqlite3_close(DBHandle);
if (num != 0)
{
Debug.LogError("failed to close db at " + dbPath + ": " + num);
}
DBHandle = IntPtr.Zero;
}
}
public bool Exec(string sql)
{
byte[] bytes = Encoding.UTF8.GetBytes(sql + "\0");
IntPtr pzErrMsg;
int num = Sqlite3LibImport.sqlite3_exec(DBHandle, bytes, IntPtr.Zero, IntPtr.Zero, out pzErrMsg);
if (num != 0)
{
string text = ((pzErrMsg == IntPtr.Zero) ? "" : Marshal.PtrToStringAnsi(pzErrMsg));
Debug.LogError($"sqlite3_exec failed (code {num}: {text}) with sql: {sql}");
ResultCode.CheckCorruption(num, text);
}
return num == 0;
}
public Query Query(string sql)
{
return new Query(this, sql);
}
public PreparedQuery PreparedQuery(string sql)
{
return new PreparedQuery(this, sql);
}
}