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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@@ -8,31 +8,6 @@ using UnityEngine;
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[Serializable]
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public class AreaSelectBG
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{
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private const float BGTEXTURE_WIDTH = 1024f;
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private const float BGTEXTURE_HEIGHT = 1024f;
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private const int BGTEXTURE_NUM_X = 4;
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private const int BGTEXTURE_NUM_Y = 3;
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private const float BGTEXTURE_WIDTH_HALF_LEFT = 2048f;
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private const float BGTEXTURE_WIDTH_HALF_RIGHT = 2560f;
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private const float BGTEXTURE_HEIGHT_HALF_UP = 1536f;
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private const float BGTEXTURE_HEIGHT_HALF_BOTTOM = 1536f;
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private const float BGTEXTURE_DRAG_MARGIN = 5f;
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private const float BGTEXTURE_DRAG_DECELERATION = 0.875f;
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private const float BGTEXTURE_DRAGARROW_ANIM_SPEED = 1f;
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private const float BGDRAG_SEC_MAXSPEED = 0.25f;
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private const float BGDRAG_SEC_RESETUPTOTIME_MAX = 0.5f;
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private AreaSelectUI _areaSelectUI;
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@@ -74,8 +49,6 @@ public class AreaSelectBG
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private bool _isNormalBgSet = true;
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private bool _changeChapterFirstCall = true;
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private float _currentAspectRatio;
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private Vector3 _currentBGScale = Vector3.one;
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@@ -145,11 +118,6 @@ public class AreaSelectBG
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backGroundId.ToString("00") + "_" + (index + 1).ToString("00"), ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetExtraBackGroundPath(StorySectionData sectionData, int index, string suffix, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + sectionData.BackGroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetExtraBackGroundPath(int backgroundId, int index, string suffix, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backgroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
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@@ -275,8 +243,9 @@ public class AreaSelectBG
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extraChapter.ExtraEffect.transform.parent = _areaSelectUI.transform;
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}
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extraChapter.ExtraEffect.SetActive(value: false);
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List<string> collection = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.ExtraEffect, null);
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_loadedResources.AddRange(collection);
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// Pre-Phase-5b: GameMgr.GetEffectMgr().SetUIParticleShader queued the ExtraEffect
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// for shader-swap and returned load-time resource paths for cleanup. Headless has
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// no EffectMgr and no visible ExtraEffect; the resource tracker doesn't fire either.
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}
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if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
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{
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@@ -284,15 +253,13 @@ public class AreaSelectBG
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extraChapter.FirstClearEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath2) as GameObject);
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extraChapter.FirstClearEffect.transform.parent = _areaSelectUI.transform;
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extraChapter.FirstClearEffect.SetActive(value: false);
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List<string> collection2 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.FirstClearEffect, null);
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_loadedResources.AddRange(collection2);
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// Pre-Phase-5b: same shader-swap pattern for FirstClearEffect. See ExtraEffect above.
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}
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}
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List<string> collection3 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list, delegate
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{
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_isLoadEndParticle = true;
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});
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_loadedResources.AddRange(collection3);
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// Pre-Phase-5b: shader-swap on the collected particle systems, then callback flipped the
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// `_isLoadEndParticle` flag. Headless has no EffectMgr; set the flag directly here so the
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// GetLoadEnd() gate is coherent.
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_isLoadEndParticle = true;
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_isLoadEndBGTexture = true;
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}
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@@ -369,35 +336,6 @@ public class AreaSelectBG
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return source.Select((ChapterExtraData s) => s.ExtraTextureChapter).ToList();
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}
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public void SetExtraEffect(int chapterId, bool isFirstClear = false)
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{
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if (_extraChapters.Count == 0)
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{
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return;
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}
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List<ChapterExtraData> list = new List<ChapterExtraData>();
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list = ((BeforeChapterId >= chapterId) ? _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId > n.ExtraTextureChapter && n.ExtraTextureChapter >= chapterId) : _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId <= n.ExtraTextureChapter && n.ExtraTextureChapter < chapterId));
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BeforeChapterId = chapterId;
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TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
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if (isFirstClear)
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{
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return;
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}
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if (list.Count() == 0 || TransitionChapterExtraData == null)
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{
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_changeChapterFirstCall = false;
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return;
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}
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TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
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if (!_changeChapterFirstCall && TransitionChapterExtraData != null && TransitionChapterExtraData.ExtraEffect != null)
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{
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TransitionChapterExtraData.ExtraEffect.SetActive(value: false);
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TransitionChapterExtraData.ExtraEffect.SetActive(value: true);
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GameMgr.GetIns().GetSoundMgr().PlaySe(TransitionChapterExtraData.SeType);
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}
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_changeChapterFirstCall = false;
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}
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public IEnumerator SetClearEffect()
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{
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ChapterExtraData clearChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == BeforeChapterId);
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@@ -406,7 +344,7 @@ public class AreaSelectBG
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yield return new WaitForSeconds(clearChapterExtraData.FirstClearEffectDelayTime);
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clearChapterExtraData.FirstClearEffect.SetActive(value: false);
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clearChapterExtraData.FirstClearEffect.SetActive(value: true);
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GameMgr.GetIns().GetSoundMgr().PlaySe(clearChapterExtraData.FirstClearSeType);
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}
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}
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