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>
This commit is contained in:
@@ -1,124 +1,28 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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// Post-Phase-5b (2026-07-03) UI stub. BattleControl handles UI-side end-of-battle
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// scene-change cleanup (DestroyBattleEffectContainer, ResetEnemyData, UIContainer
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// visibility, iTween tear-down). Every method is only invoked from UI code paths
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// (DialogBase.OnClose, MyPageBannerBase, FreeAndRankMatchDeckSelectConfirmDialog,
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// RecoveryManagerBase, SceneTransition) that don't run headless. The type stays
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// because GameMgr.GetBattleCtrl() lazy-inits it; the method bodies are no-ops.
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public class BattleControl : MonoBehaviour
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{
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private BattleManagerBase m_BtlMgrIns;
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private int FirstAttack;
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public void Init()
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{
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m_BtlMgrIns = BattleManagerBase.GetIns();
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GameMgr.GetIns().GetInputMgr().SetLayerMask(512);
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LocalLog.AccumulateLastTraceLog("StartBattleCoroutine ");
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StartCoroutine(WaitLoadOpponentObjectToBattleStart(m_BtlMgrIns.LoadOpponentObjects()));
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}
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private IEnumerator WaitLoadOpponentObjectToBattleStart(VfxBase vfx)
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{
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if (GameMgr.GetIns().IsNetworkBattle)
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{
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FirstAttack = ToolboxGame.RealTimeNetworkAgent.GetIsFirstPlayer();
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}
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while (!vfx.IsEnd)
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{
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yield return null;
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}
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LocalLog.AccumulateLastTraceLog("DecideFirstUser End ");
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m_BtlMgrIns.StartOpening(FirstAttack);
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}
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public void BattleEnd(UIManager.ViewScene MoveTo, Action callback = null, Action<UIManager.ChangeViewSceneParam> paramCustomize = null, object sceneParam = null)
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{
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ToolboxGame.UIManager.gameObject.SetActive(value: true);
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UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
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changeViewSceneParam.OnBeforeChange = delegate
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{
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BattleManagerBase.GetIns().DisposeBattleGameObj();
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};
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changeViewSceneParam.OnChange = delegate
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{
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GameMgr.GetIns().GetEffectMgr().DestroyBattleEffectContainer();
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GameMgr.GetIns().GetDataMgr().ResetEnemyData();
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GameMgr.GetIns().DestroyBattleManagements();
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GameMgr.GetIns().GetGameObjMgr().GetUIContainer()
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.SetActive(value: false);
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if (callback != null)
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{
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callback();
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}
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};
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paramCustomize.Call(changeViewSceneParam);
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StartCoroutine(UnloadAllResources(MoveTo, changeViewSceneParam, null, sceneParam));
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}
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private IEnumerator UnloadAllResources(UIManager.ViewScene MoveTo = UIManager.ViewScene.None, UIManager.ChangeViewSceneParam param = null, Action callback = null, object sceneParam = null)
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{
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BattleLogManager.GetInstance().Clear();
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GameMgr.GetIns().GetEffectMgr().ClearLastCacheEffect();
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StopAllTweens();
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yield return Resources.UnloadUnusedAssets();
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GC.Collect();
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callback?.Invoke();
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if (MoveTo != UIManager.ViewScene.None)
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{
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UIManager.GetInstance().ChangeViewScene(MoveTo, param, sceneParam);
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}
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}
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public IEnumerator BattleEnd(Action callback = null)
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{
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BattleRelease();
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yield return Resources.UnloadUnusedAssets();
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GC.Collect();
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yield return null;
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callback?.Invoke();
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}
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public void BattleRelease()
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{
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ToolboxGame.UIManager.gameObject.SetActive(value: true);
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GameMgr.GetIns().GetEffectMgr().DestroyBattleEffectContainer();
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GameMgr.GetIns().GetDataMgr().ResetEnemyData();
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if (BattleManagerBase.GetIns() != null)
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{
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BattleManagerBase.GetIns().DisposeBattleGameObj();
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}
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GameMgr.GetIns().DestroyBattleManagements();
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GameMgr.GetIns().GetGameObjMgr().GetUIContainer()
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.SetActive(value: false);
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BattleLogManager.GetInstance().Clear();
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GameMgr.GetIns().GetEffectMgr().ClearLastCacheEffect();
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StopAllTweens();
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}
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private void StopAllTweens()
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{
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HashSet<GameObject> hashSet = new HashSet<GameObject>();
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for (int i = 0; i < iTween.tweens.Count; i++)
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{
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if (iTween.tweens[i] != null)
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{
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GameObject gameObject = (GameObject)iTween.tweens[i]["target"];
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if (gameObject != null)
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{
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hashSet.Add(gameObject);
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}
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}
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}
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foreach (GameObject item in hashSet)
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{
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if (item != null)
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{
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iTween.Stop(item);
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}
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}
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iTween.tweens.Clear();
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}
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}
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