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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@@ -16,7 +16,7 @@ public class BattlePlayer : BattlePlayerBase
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private BattleUIContainer _battleUIContainer;
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protected CanNotTouchCardVfx _canNotTouchCardVfx;
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protected VfxBase _canNotTouchCardVfx;
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public bool _isPlayerActive;
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@@ -96,7 +96,7 @@ public class BattlePlayer : BattlePlayerBase
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PlayerEmotion = _innerOptionsBuilder.CreatePlayerEmotion((IClassBattleCardView)base.Class.BattleCardView);
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base.OnTurnEnd += (SkillProcessor skill) => InstantVfx.Create(delegate
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{
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if (!GameMgr.GetIns().IsWatchBattle)
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if (!BattleMgr.GameMgr.IsWatchBattle)
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{
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PlayerBattleView.TurnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
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}
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@@ -107,7 +107,7 @@ public class BattlePlayer : BattlePlayerBase
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ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
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if (!turnEndButtonUI.GameObject.activeSelf)
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{
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
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BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
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}
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turnEndButtonUI.GameObject.SetActive(value: true);
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turnEndButtonUI.EnableButton();
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@@ -167,12 +167,12 @@ public class BattlePlayer : BattlePlayerBase
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{
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if (_canNotTouchCardVfx == null)
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{
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_canNotTouchCardVfx = new CanNotTouchCardVfx();
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BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
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_canNotTouchCardVfx = NullVfx.GetInstance();
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BattleMgr.VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
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}
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if (GameMgr.GetIns().IsNetworkBattle)
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if (BattleMgr.GameMgr.IsNetworkBattle)
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{
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NetworkBattleManagerBase networkBattleManagerBase = BattleManagerBase.GetIns() as NetworkBattleManagerBase;
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NetworkBattleManagerBase networkBattleManagerBase = BattleMgr as NetworkBattleManagerBase;
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if (networkBattleManagerBase.turnEndTimeController != null)
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{
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networkBattleManagerBase.turnEndTimeController.AddTurnEndTimerLog("TurnStart" + log);
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@@ -194,7 +194,7 @@ public class BattlePlayer : BattlePlayerBase
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public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
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{
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base.UsePp(pp);
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if (BattleManagerBase.IsForecast)
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if (this.BattleMgr.InstanceIsForecast)
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{
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return NullVfx.GetInstance();
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}
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@@ -218,7 +218,7 @@ public class BattlePlayer : BattlePlayerBase
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public override VfxBase TurnEnd()
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{
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bool flag = false;
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if (BattleManagerBase.GetIns().VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
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if (BattleMgr.VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
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{
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base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
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flag = true;
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@@ -267,14 +267,13 @@ public class BattlePlayer : BattlePlayerBase
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{
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TurnStartEffectEnd();
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EnableBattleMenu();
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if (!GameMgr.GetIns().IsWatchBattle && !GameMgr.GetIns().IsReplayBattle)
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if (!BattleMgr.GameMgr.IsWatchBattle && !BattleMgr.GameMgr.IsReplayBattle)
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{
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ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
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turnEndButtonUI.StartTurnEndCountdown();
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turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
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BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
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}
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_canNotTouchCardVfx.End();
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_canNotTouchCardVfx = null;
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if (!IsGameFirst || Turn != 1)
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{
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@@ -295,22 +294,13 @@ public class BattlePlayer : BattlePlayerBase
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handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
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handCard.BattleCardView.UpdateMovability();
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}
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if (base.IsSelfTurn && !GameMgr.GetIns().IsNewReplayBattle)
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if (base.IsSelfTurn && !BattleMgr.GameMgr.IsNewReplayBattle)
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{
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CantPlayChoiceBrave = areArrowsForcedOff;
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BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
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}
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}
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private bool IsDrawing()
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{
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if (base.HandCardList.Count != 0)
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{
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return base.HandCardList[0].IsOnDraw;
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}
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return false;
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}
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public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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@@ -331,7 +321,7 @@ public class BattlePlayer : BattlePlayerBase
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public override EffectBattle GetSkillEffect(string skillEffectPath)
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{
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return GameMgr.GetIns().GetEffectMgr().GetEffectBattle(skillEffectPath);
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return BattleMgr.GameMgr.GetEffectMgr().GetEffectBattle(skillEffectPath);
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}
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public override Vector3 GetFieldCenterPosition()
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