Files
SVSimServer/SVSim.BattleEngine/Shim/UnityEngine/UnityStatics.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

77 lines
2.9 KiB
C#

// AUTHORED SHIM (not copied). UnityEngine static-class surface (prefs, physics, IMGUI,
// device info, rendering) referenced by tangentially-copied engine code (settings,
// post-processing, raycast UI, device fingerprinting). All cosmetic / off the battle
// path; every member is a no-op returning a safe default.
using System;
namespace UnityEngine
{
public enum CursorLockMode { None}
public static class GUIUtility { public static string systemCopyBuffer { get; set; } }
public static class Cursor
{
public static CursorLockMode lockState { get; set; }
public static bool visible { get; set; }
}
public static class RenderSettings { public static bool fog { get; set; } }
public static class Social
{
public static void ReportProgress(string achievementID, double progress, Action<bool> callback) { }
public static void ShowAchievementsUI() { }
}
public static class PlayerPrefs
{
public static void DeleteKey(string key) { }
public static int GetInt(string key, int defaultValue = 0) => defaultValue;
public static string GetString(string key, string defaultValue = "") => defaultValue;
public static void SetInt(string key, int value) { }
public static void SetString(string key, string value) { }
}
public static class Physics
{
public static Vector3 gravity { get; set; }
public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hit, float maxDistance = float.PositiveInfinity, int layerMask = -1)
{ hit = default; return false; }
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = float.PositiveInfinity, int layerMask = -1)
=> Array.Empty<RaycastHit>();
public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float maxDistance = float.PositiveInfinity, int layerMask = -1)
=> Array.Empty<RaycastHit>();
}
public static class SystemInfo
{
public static string deviceModel => "";
public static string deviceUniqueIdentifier => "";
public static string operatingSystem => "";
public static string graphicsDeviceName => "";
public static string graphicsDeviceVersion => "";
public static int graphicsShaderLevel => 0;
public static int systemMemorySize => 0;
public static int processorCount => 1;
public static bool SupportsTextureFormat(TextureFormat format) => true;
}
public static class QualitySettings
{
public static ColorSpace activeColorSpace => ColorSpace.Linear;
public static int vSyncCount { get; set; }
}
public static class StackTraceUtility
{
public static string ExtractStackTrace() => "";
}
public enum ColorSpace { Linear = 1 }
public enum TextureFormat
{
ARGB32, ASTC_6x6, ETC2_RGB, ETC2_RGBA8 }
}
namespace UnityEngine.Experimental.Rendering
{
}