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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@@ -28,58 +28,17 @@ public class AsyncJob
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private bool isCancel;
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private int? _waitFramesBetweenJobs;
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private int _waitFramesBetweenJobsMin;
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private FramerateProfiler _framerateProfiler = new FramerateProfiler();
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public int WAIT_FRAMES_INCREMENT = 5;
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public int WAIT_FRAMES_DECREMENT = 1;
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public bool IsIdle
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{
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get
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{
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if (!isCancel)
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{
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return jobList.Count == 0;
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}
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return false;
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}
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}
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public int? WantedWaitFramesBetweenJobs
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{
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set
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{
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_waitFramesBetweenJobs = value;
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_waitFramesBetweenJobsMin = value.GetValueOrDefault();
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}
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}
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public AsyncJob(MonoBehaviour mono, int num)
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{
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this.mono = mono;
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this.num = num;
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}
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public void Add(IEnumerator enumerator)
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{
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jobList.Add(new Unit(enumerator, null));
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}
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public void Add(IEnumerator enumerator, Action calcelAction)
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{
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jobList.Add(new Unit(enumerator, calcelAction));
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}
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public void Add(Action action)
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{
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jobList.Add(new Unit(action, null));
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}
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public void Add(Action action, Action calcelAction)
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{
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jobList.Add(new Unit(action, calcelAction));
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@@ -98,85 +57,4 @@ public class AsyncJob
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{
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isCancel = false;
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}
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public void Start()
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{
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for (int i = 0; i < num; i++)
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{
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mono.StartCoroutine(MicroThread());
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}
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_framerateProfiler = new FramerateProfiler();
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mono.StartCoroutine(RunFpsProfiler());
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}
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private IEnumerator RunFpsProfiler()
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{
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_framerateProfiler.Init();
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while (true)
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{
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_framerateProfiler.Update();
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yield return null;
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}
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}
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private IEnumerator MicroThread()
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{
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while (true)
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{
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if (jobList.Count <= 0)
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{
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yield return null;
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continue;
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}
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Unit unit = jobList[0];
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jobList.RemoveAt(0);
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if (isCancel)
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{
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if (unit.cancelAction != null)
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{
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unit.cancelAction();
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}
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}
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else if (unit.action is IEnumerator)
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{
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yield return mono.StartCoroutine((IEnumerator)unit.action);
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if (!_waitFramesBetweenJobs.HasValue)
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{
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continue;
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}
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float? fps = _framerateProfiler.Fps;
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if (fps.HasValue)
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{
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if (fps < 20f)
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{
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_waitFramesBetweenJobs += WAIT_FRAMES_INCREMENT;
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_framerateProfiler.Init();
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}
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else if (fps > 30f)
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{
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_waitFramesBetweenJobs -= WAIT_FRAMES_INCREMENT;
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if (_waitFramesBetweenJobs.Value < _waitFramesBetweenJobsMin)
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{
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_waitFramesBetweenJobs = _waitFramesBetweenJobsMin;
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}
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_framerateProfiler.Init();
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}
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}
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yield return WaitFrames(_waitFramesBetweenJobs.Value);
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}
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else if (unit.action is Action)
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{
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((Action)unit.action)();
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}
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}
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}
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private static IEnumerator WaitFrames(int frameCount)
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{
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while (frameCount > 0)
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{
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frameCount--;
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yield return null;
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}
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}
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}
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