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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@@ -5,113 +5,4 @@ public class ArrowControl : MonoBehaviour
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{
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[SerializeField]
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private GameObject ArrowHead;
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[SerializeField]
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private GameObject ArrowEfc;
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[SerializeField]
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private int DivideCnt = 10;
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[SerializeField]
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private bool isEvo;
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private IList<GameObject> ArrowEfcList;
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private GameObject FromObj;
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private GameObject ToObj;
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private bool isOn;
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private bool _isTargettingEnemy;
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private float ChangeTime;
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private IList<int> ArrowTarList;
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private void Start()
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{
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ArrowEfcList = new List<GameObject>();
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ArrowEfcList.Add(ArrowEfc);
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for (int i = 1; i < DivideCnt; i++)
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{
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GameObject gameObject = Object.Instantiate(ArrowEfc);
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if (!(null == gameObject))
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{
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gameObject.transform.parent = base.transform;
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ArrowEfcList.Add(gameObject);
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}
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}
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ArrowTarList = new List<int>();
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for (int j = 0; j < DivideCnt; j++)
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{
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ArrowTarList.Add(j);
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}
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HideArrow();
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}
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private void Update()
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{
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if (isOn)
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{
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SetArrowLine();
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}
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}
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public void ShowArrow(GameObject fromObj, GameObject toObj, bool isTargettingEnemy)
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{
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FromObj = fromObj;
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ToObj = toObj;
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_isTargettingEnemy = isTargettingEnemy;
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isOn = true;
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base.gameObject.SetActive(value: true);
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}
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public void HideArrow()
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{
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isOn = false;
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for (int i = 0; i < DivideCnt; i++)
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{
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ArrowEfcList[i].SetActive(value: false);
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}
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base.gameObject.SetActive(value: false);
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}
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private void SetArrowLine()
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{
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if (isEvo)
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{
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ChangeTime -= Time.deltaTime * 5f;
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}
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else
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{
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ChangeTime -= Time.deltaTime;
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}
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if (ChangeTime <= 0f)
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{
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ChangeTime = 1f;
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ArrowTarList.Add(ArrowTarList[0]);
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ArrowTarList.RemoveAt(0);
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}
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ArrowHead.transform.position = ToObj.transform.position;
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Vector3 position = FromObj.transform.position;
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Vector3 position2 = ToObj.transform.position;
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Vector3 p = (_isTargettingEnemy ? position : position2) + Vector3.back * Vector3.Distance(position, position2) + Vector3.down * Vector3.Distance(position, position2) * -0.5f;
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Vector3[] array = new Vector3[DivideCnt];
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array = MotionUtils.GetBezierQuad(position, p, position2, DivideCnt);
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for (int i = 0; i < array.Length; i++)
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{
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float num = 1f - ChangeTime;
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if (ArrowTarList[i] != 0)
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{
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ArrowEfcList[i].SetActive(value: true);
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ArrowEfcList[i].transform.position = (array[ArrowTarList[i]] - array[ArrowTarList[i] - 1]) * num + array[ArrowTarList[i] - 1];
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}
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else
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{
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ArrowEfcList[i].SetActive(value: false);
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ArrowEfcList[i].transform.position = array[0];
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}
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}
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}
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}
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