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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@@ -2,21 +2,14 @@ using System;
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using System.Collections.Generic;
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using UnityEngine;
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// Post-Phase-5b (2026-07-03) UI stub. AreaSelectMapIcon is chapter-select map
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// icon particle effects (Start/Stop of CMN_MAP_MAPICON_CLEARED etc.). Every
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// EffectMgr call is a Unity3D particle system launch that never fires headless.
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// AreaSelectUI holds a single instance and its methods are only invoked from
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// UI callbacks. Surface preserved as no-ops so AreaSelectUI still compiles.
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[Serializable]
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public class AreaSelectMapIcon
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{
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public const int MAPICONLIST_CAPACITY_DEFAULT = 8;
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private readonly string MAP_ICON_EFFECT_NAME_CIRCLE4 = "ef_circle4_add_nor_1";
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private readonly string MAP_ICON_EFFECT_NAME_TWINKLE1 = "ef_twinkle1_add_nor_1";
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private readonly Color32 MAP_ICON_EFFECT_COLOR_CLEARED = new Color32(byte.MaxValue, 192, 64, byte.MaxValue);
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private readonly Color32 MAP_ICON_EFFECT_COLOR_ALREADY_READ_CIRCLE4 = new Color32(78, 95, 125, byte.MaxValue);
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private readonly Color32 MAP_ICON_EFFECT_COLOR_ALREADY_READ_TWINKLE1 = new Color32(190, 218, 242, byte.MaxValue);
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[SerializeField]
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private GameObject MapIconRoot;
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@@ -25,114 +18,41 @@ public class AreaSelectMapIcon
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private List<UISprite> MapIconList;
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private GameObject MapIconEffect;
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public void Init()
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{
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}
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public void Term()
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{
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MapIconEffect = null;
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GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
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GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_NOTCLEARED);
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}
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public void SetupMapIcon(List<StoryChapterData> chapterDataList)
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{
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if (MapIconList != null)
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{
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int i = 0;
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for (int count = MapIconList.Count; i < count; i++)
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{
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UnityEngine.Object.Destroy(MapIconList[i].gameObject);
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}
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}
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MapIconList = new List<UISprite>(8);
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UISprite uISprite = null;
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for (int j = 0; j < chapterDataList.Count; j++)
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{
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if (chapterDataList[j].IsReleased)
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{
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uISprite = UnityEngine.Object.Instantiate(MapIconOriginal);
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if (!(null == uISprite))
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{
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uISprite.transform.parent = MapIconRoot.transform;
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uISprite.transform.localPosition = new Vector3(chapterDataList[j].MapIconPos.x, chapterDataList[j].MapIconPos.y);
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uISprite.transform.localScale = Vector3.one;
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uISprite.name = "mapicon_" + j;
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uISprite.gameObject.SetActive(chapterDataList[j].IsDisplayMapIcon);
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MapIconList.Add(uISprite);
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}
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}
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}
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MapIconOriginal.gameObject.SetActive(value: false);
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}
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public Vector3 GetMapIconPos(int chapterIndex, bool isLocal)
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{
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if (MapIconList == null)
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{
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return Vector3.zero;
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}
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if (chapterIndex < 0 || chapterIndex >= MapIconList.Count)
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{
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return Vector3.zero;
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}
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if (!isLocal)
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{
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return MapIconList[chapterIndex].transform.position;
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}
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return MapIconList[chapterIndex].transform.localPosition;
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return Vector3.zero;
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}
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public void SetActiveMapIcon(int chapterIndex, bool isActive)
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{
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if (chapterIndex >= 0 && chapterIndex < MapIconList.Count)
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{
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MapIconList[chapterIndex].gameObject.SetActive(isActive);
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}
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}
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public void StartMapIconEffect(StoryChapterData.ChapterClearStatus clearState, int chapterIndex)
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{
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Effect effect = null;
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switch (clearState)
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{
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case StoryChapterData.ChapterClearStatus.Cleared:
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effect = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
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effect.ChangeParticleColor(MAP_ICON_EFFECT_COLOR_CLEARED);
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break;
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case StoryChapterData.ChapterClearStatus.AlreadyRead:
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effect = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
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MotionUtils.ChangeParticleSystemColor(effect.transform.Find(MAP_ICON_EFFECT_NAME_CIRCLE4).gameObject, MAP_ICON_EFFECT_COLOR_ALREADY_READ_CIRCLE4);
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MotionUtils.ChangeParticleSystemColor(effect.transform.Find(MAP_ICON_EFFECT_NAME_TWINKLE1).gameObject, MAP_ICON_EFFECT_COLOR_ALREADY_READ_TWINKLE1);
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break;
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default:
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effect = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_MAP_MAPICON_NOTCLEARED);
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break;
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}
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MapIconEffect = effect.GetGameObjIns();
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UpdateMapIconEffectPos(chapterIndex);
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}
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public void StopMapIconEffect()
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{
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GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
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GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_NOTCLEARED);
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}
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public void UpdateMapIconEffectPos(int chapterIndex)
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{
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if (MapIconList != null && chapterIndex >= 0 && chapterIndex < MapIconList.Count && !(null == MapIconEffect))
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{
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Vector3 position = MapIconList[chapterIndex].transform.position;
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MapIconEffect.transform.position = position;
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}
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}
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public GameObject GetMapIconObject(int chapterIndex)
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{
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return MapIconList[chapterIndex].gameObject;
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return null;
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}
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}
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