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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@@ -62,7 +62,10 @@ public class BackGroundBase
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_battleCamera = null;
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m_Battle3DContainer = null;
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m_BattleCutInContainer = null;
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m_BtlMgrIns = BattleManagerBase.GetIns();
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// Pre-Phase-5b: seeded m_BtlMgrIns from the ambient mgr. All Field*.cs subclass ctors
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// were stubbed to no-ops in chunk 3; nothing reads m_BtlMgrIns after that cull. Keeping
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// the field as null in headless is safe (no user of it survives the Field cull).
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m_BtlMgrIns = null;
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IsLoadDone = false;
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_str3DFieldNo = "";
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_str3DFieldPath = "";
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@@ -103,66 +106,11 @@ public class BackGroundBase
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BattleCoroutine.GetInstance().StopCoroutine(battleLoadCoroutine);
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}
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public void CreateField(BattleCamera battleCamera, GameObject battle3DContainer, GameObject cutInContainer)
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{
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_battleCamera = battleCamera;
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m_Battle3DContainer = battle3DContainer;
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m_BattleCutInContainer = cutInContainer;
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Camera componentInChildren = m_Battle3DContainer.GetComponentInChildren<Camera>();
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Camera component = componentInChildren.transform.Find("Camera 3DGround").GetComponent<Camera>();
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_battleCamera.SetUp(componentInChildren, m_BattleCutInContainer.transform.Find("Camera").GetComponent<UICamera>(), component);
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LoadField();
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}
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protected void LoadField()
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{
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IsLoadDone = false;
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m_BtlMgrIns = BattleManagerBase.GetIns();
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_str3DFieldNo = GetFieldIdString(FieldEffectId);
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_str3DFieldPath = "3DField" + GetFieldIdString(FieldId);
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m_SoundAssetPathList.Add($"s/se_field_{_str3DFieldNo}.acb");
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m_SoundAssetPathList.Add(string.Format("b/bgm_field_{0}.acb", (_bgmId != "NONE") ? GetFieldIdString(_bgmId) : _str3DFieldNo));
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m_SoundAssetPathList.Add(string.Format("b/bgm_field_{0}.awb", (_bgmId != "NONE") ? GetFieldIdString(_bgmId) : _str3DFieldNo));
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m_FieldAssetPath = Toolbox.ResourcesManager.GetAssetTypePath(_str3DFieldPath, ResourcesManager.AssetLoadPathType.Field3D);
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List<string> additionalAssetList = CollectAdditionalAssets();
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GameMgr.GetIns().GetEffectMgr().InitCommonEffect(string.Format("Json/FIeld" + _str3DFieldNo + "EffectData", _str3DFieldNo), isBattle: true);
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battleLoadCoroutine = BattleCoroutine.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(m_SoundAssetPathList, delegate
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{
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BattleCoroutine.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetAsync(m_FieldAssetPath, delegate
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{
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Toolbox.ResourcesManager.BattleListAssetPathList.AddRange(m_SoundAssetPathList);
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Toolbox.ResourcesManager.BattleListAssetPathList.Add(m_FieldAssetPath);
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(UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(_str3DFieldPath, ResourcesManager.AssetLoadPathType.Field3D, isfetch: true))) as GameObject).name = _str3DFieldPath;
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if (additionalAssetList.IsNotNullOrEmpty())
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{
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BattleCoroutine.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(additionalAssetList, delegate
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{
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Toolbox.ResourcesManager.BattleListAssetPathList.AddRange(additionalAssetList);
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BattleFieldBuild();
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}));
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}
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else
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{
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BattleFieldBuild();
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}
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}));
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}));
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}
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private string GetFieldIdString(int fieldId)
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{
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return fieldId.ToString((fieldId < 100) ? "00" : "0000");
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}
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private string GetFieldIdString(string fileldId)
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{
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if (int.TryParse(fileldId, out var result))
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{
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return result.ToString((result < 100) ? "00" : "0000");
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}
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return fileldId;
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}
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protected virtual void BattleFieldBuild()
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{
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}
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@@ -178,7 +126,7 @@ public class BackGroundBase
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public virtual void StartFieldTapEffect(int areaId, Vector3 pos)
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{
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BattleManagerBase.GetIns().BattlePlayer.PlayerBattleView.IsTouchable();
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m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable();
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}
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public void StartFieldOpening()
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@@ -191,7 +139,7 @@ public class BackGroundBase
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public void PlayBgm()
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{
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GameMgr.GetIns().GetSoundMgr().PlayBGM(string.Format("bgm_field_{0}", (_bgmId != "NONE") ? GetFieldIdString(_bgmId) : _str3DFieldNo), 0f, 0L);
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}
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protected virtual IEnumerator RunFieldOpening()
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@@ -201,16 +149,16 @@ public class BackGroundBase
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public static IEnumerator ObjectChecker(float fWaitSecs, string strObjectFind, Action callback)
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{
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while (GameObject.Find(strObjectFind) == null || !GameMgr.GetIns().GetEffectMgr().IsFieldEffectReady || !GameMgr.GetIns().GetEffectMgr().IsBattleUIEffectReady)
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{
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yield return null;
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}
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// Pre-Phase-5b: polled GameObject.Find + EffectMgr readiness flags. All Field*.cs
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// subclass BattleFieldBuild bodies were stubbed to no-ops in chunk 3; ObjectChecker
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// is now only reachable via dead code. Fire the callback immediately.
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yield return null;
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callback();
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}
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public void StartFieldGimic(GameObject obj)
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{
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if (!GameMgr.GetIns().IsReplayBattle && BattleManagerBase.GetIns().BattlePlayer.PlayerBattleView.IsTouchable())
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if (!m_BtlMgrIns.GameMgr.IsReplayBattle && m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable())
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{
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BattleCoroutine.GetInstance().StartCoroutine(RunFieldGimic(obj));
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}
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