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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@@ -16,8 +16,6 @@ public class ClassSkinPurchasePage : BaseShopPurchasePage
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rewardOnly
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}
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private const int DEFAULT_INDEX = 0;
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[SerializeField]
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private UITable _uiTableProducts;
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@@ -27,8 +25,8 @@ public class ClassSkinPurchasePage : BaseShopPurchasePage
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[SerializeField]
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private PurchaseConfirm _PrefabDialogPurchaseConfirm;
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[SerializeField]
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private ClassSkinDetailWindow _PrefabDialogSkinDetail;
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// ClassSkinDetailWindow removed (DEAD-COLD engine cleanup Task 13)
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// private ClassSkinDetailWindow _PrefabDialogSkinDetail;
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[SerializeField]
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private ShopDrumrollScrollManager _drumrollManager;
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@@ -49,8 +47,6 @@ public class ClassSkinPurchasePage : BaseShopPurchasePage
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private DialogBase _dialogSelectBuyMeans;
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private DialogBase _dialogProductDetail;
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private DialogBase _dialogCrystalShortage;
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private bool _isBuyConnect;
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@@ -103,7 +99,7 @@ public class ClassSkinPurchasePage : BaseShopPurchasePage
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{
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if (_loadedVoiceList.Count > 0)
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{
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GameMgr.GetIns().GetSoundMgr().StopVoiceAll(0f);
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedVoiceList);
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_loadedVoiceList.Clear();
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}
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@@ -374,28 +370,12 @@ public class ClassSkinPurchasePage : BaseShopPurchasePage
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private void _onTapClassSkinImage(ClassSkinPlate plate, bool isMulti)
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{
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if (!(_dialogProductDetail != null))
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{
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_dialogProductDetail = UIManager.GetInstance().CreateDialogClose();
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_dialogProductDetail.SetSize(DialogBase.Size.M);
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_dialogProductDetail.SetTitleLabel(Data.SystemText.Get("Dia_BuySkin_003_Title"));
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_dialogProductDetail.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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ClassSkinDetailWindow component = UnityEngine.Object.Instantiate(_PrefabDialogSkinDetail).GetComponent<ClassSkinDetailWindow>();
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_dialogProductDetail.SetObj(component.gameObject);
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if (isMulti)
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{
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component.SetMultiData(plate.SeriesInfo);
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}
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else
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{
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component.SetSingleData(plate.ProductInfo, _loadedVoiceList);
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}
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}
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// ClassSkinDetailWindow removed (DEAD-COLD engine cleanup Task 13)
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}
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private void onPushBuyButton(ClassSkinPlate plate, bool isMulti)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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_selectPlate = plate;
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if (isMulti)
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{
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@@ -578,9 +558,11 @@ public class ClassSkinPurchasePage : BaseShopPurchasePage
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{
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DialogBase diaChange = UIManager.GetInstance().CreateDialogClose();
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int skinId = _purchaseProductInfo.leader_skin_id;
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ClassCharacterMasterData charaData = GameMgr.GetIns().GetDataMgr().GetCharaPrmBySkinId(skinId);
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// Pre-Phase-5b: pulled ClassCharacterMasterData via GetCharaPrmBySkinId + GetClanNameByKey.
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// Headless has no chara master; leave the purchase-success dialog text as the base
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// "purchased X" substitution without the class/chara suffix.
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ClassCharacterMasterData charaData = null;
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string text = Data.SystemText.Get("Shop_0022", _purchaseProductName.Replace("\n", ""));
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text = text + "\n\n" + Data.SystemText.Get("Shop_0108", GameMgr.GetIns().GetDataMgr().GetClanNameByKey(charaData.class_id), charaData.chara_name);
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diaChange.SetText(text);
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diaChange.SetTitleLabel(Data.SystemText.Get("Dia_BuySkin_004_Title"));
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diaChange.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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