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>
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@@ -5,16 +5,9 @@ using UnityEngine;
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[AddComponentMenu("NGUI/Internal/Active Animation")]
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public class ActiveAnimation : MonoBehaviour
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{
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public static ActiveAnimation current;
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public List<EventDelegate> onFinished = new List<EventDelegate>();
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[HideInInspector]
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public GameObject eventReceiver;
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[HideInInspector]
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public string callWhenFinished;
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private Animation mAnim;
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private Direction mLastDirection;
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@@ -103,119 +96,6 @@ public class ActiveAnimation : MonoBehaviour
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}
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}
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public void Reset()
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{
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if (mAnim != null)
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{
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foreach (AnimationState item in mAnim)
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{
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if (mLastDirection == Direction.Reverse)
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{
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item.time = item.length;
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}
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else if (mLastDirection == Direction.Forward)
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{
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item.time = 0f;
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}
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}
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return;
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}
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if (mAnimator != null)
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{
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mAnimator.Play(mClip, 0, (mLastDirection == Direction.Reverse) ? 1f : 0f);
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}
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}
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private void Start()
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{
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if (eventReceiver != null && EventDelegate.IsValid(onFinished))
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{
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eventReceiver = null;
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callWhenFinished = null;
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}
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}
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private void Update()
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{
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float deltaTime = RealTime.deltaTime;
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if (deltaTime == 0f)
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{
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return;
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}
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if (mAnimator != null)
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{
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mAnimator.Update((mLastDirection == Direction.Reverse) ? (0f - deltaTime) : deltaTime);
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if (isPlaying)
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{
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return;
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}
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mAnimator.enabled = false;
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base.enabled = false;
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}
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else
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{
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if (!(mAnim != null))
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{
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base.enabled = false;
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return;
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}
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bool flag = false;
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foreach (AnimationState item in mAnim)
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{
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if (!mAnim.IsPlaying(item.name))
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{
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continue;
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}
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float num = item.speed * deltaTime;
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item.time += num;
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if (num < 0f)
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{
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if (item.time > 0f)
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{
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flag = true;
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}
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else
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{
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item.time = 0f;
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}
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}
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else if (item.time < item.length)
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{
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flag = true;
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}
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else
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{
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item.time = item.length;
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}
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}
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mAnim.Sample();
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if (flag)
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{
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return;
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}
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base.enabled = false;
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}
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if (!mNotify)
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{
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return;
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}
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mNotify = false;
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if (current == null)
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{
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current = this;
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EventDelegate.Execute(onFinished);
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if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
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{
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eventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);
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}
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current = null;
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}
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if (mDisableDirection != Direction.Toggle && mLastDirection == mDisableDirection)
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{
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NGUITools.SetActive(base.gameObject, state: false);
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}
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}
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private void Play(string clipName, Direction playDirection)
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{
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if (playDirection == Direction.Toggle)
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@@ -308,16 +188,6 @@ public class ActiveAnimation : MonoBehaviour
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return activeAnimation;
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}
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public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection)
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{
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return Play(anim, clipName, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable);
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}
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public static ActiveAnimation Play(Animation anim, Direction playDirection)
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{
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return Play(anim, null, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable);
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}
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public static ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition)
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{
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if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.gameObject))
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