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:
@@ -35,10 +35,6 @@ public class DeckListMenuUI : MonoBehaviour
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Lock
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}
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private const int MAXNUM_DECK_PER_TABLE = 9;
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private const int PAGE_SHOW_LABEL_BORDER = 11;
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[SerializeField]
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private DeckUI _deckFrameOriginal;
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@@ -78,8 +74,6 @@ public class DeckListMenuUI : MonoBehaviour
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private bool _isChangePage;
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private float _timeChangePage;
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private List<DeckUI> _deckUIList = new List<DeckUI>();
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private Action _onMultiDeckDelete;
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@@ -219,19 +213,6 @@ public class DeckListMenuUI : MonoBehaviour
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});
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}
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private void Update()
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{
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if (_isChangePage)
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{
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_timeChangePage += Time.deltaTime;
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if (_timeChangePage >= 0.2f)
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{
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_isChangePage = false;
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_timeChangePage = 0f;
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}
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}
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}
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public void UpdateDeckList(DeckGroup deckGroup, Action onFinish)
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{
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if (deckGroup != null)
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@@ -254,7 +235,7 @@ public class DeckListMenuUI : MonoBehaviour
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_resourcePathList = new List<string>();
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List<int> list = new List<int>();
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List<long> list2 = new List<long>();
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
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for (int i = 1; i < 9; i++)
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{
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int skin_id = dataMgr.GetCharaPrmByClassId(i).skin_id;
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@@ -679,15 +660,6 @@ public class DeckListMenuUI : MonoBehaviour
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return true;
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}
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private IEnumerator DeleteWaitCoroutine()
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{
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while (_loadCoroutine != null)
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{
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yield return null;
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}
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DeleteResource();
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}
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private void Delete()
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{
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if (_loadCoroutine != null)
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@@ -757,7 +729,7 @@ public class DeckListMenuUI : MonoBehaviour
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{
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if (ChangePage(_currentPage + 1))
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
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}
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}
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@@ -765,7 +737,7 @@ public class DeckListMenuUI : MonoBehaviour
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{
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if (ChangePage(_currentPage - 1))
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
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}
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}
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@@ -791,7 +763,7 @@ public class DeckListMenuUI : MonoBehaviour
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switch (_editMode)
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{
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case EditMode.Default:
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
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this.OnSelectDeck.Call(deckDisplay.Deck);
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break;
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case EditMode.MultiDelete:
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@@ -811,7 +783,7 @@ public class DeckListMenuUI : MonoBehaviour
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private void OnClickDeckSortStart()
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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SetSortMode();
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}
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@@ -819,7 +791,7 @@ public class DeckListMenuUI : MonoBehaviour
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{
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if (!IsSortDragging && !IsPlayingSortAnimation)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL);
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SetDefaultMode();
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List<DeckFrame> list = new List<DeckFrame>();
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for (int i = 0; i < _deckFrameDefaultList.Count; i++)
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@@ -835,7 +807,7 @@ public class DeckListMenuUI : MonoBehaviour
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{
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if (!IsSortDragging && !IsPlayingSortAnimation)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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SaveDeckOrder(delegate
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{
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SetDefaultMode();
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@@ -871,12 +843,6 @@ public class DeckListMenuUI : MonoBehaviour
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}
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}
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private void OnDestroy()
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{
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_isOnDestroy = true;
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UIManager.GetInstance().StartCoroutine(DeleteWaitCoroutine());
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}
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public DeckData GetDeckDataSamePage(DeckData targetDeck)
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{
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foreach (PageData page in _pageList)
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@@ -908,7 +874,7 @@ public class DeckListMenuUI : MonoBehaviour
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private void OnClickMultiDeckDeleteStartButton()
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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SaveDeckOrder(delegate
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{
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SetMultiDeleteMode();
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@@ -917,7 +883,7 @@ public class DeckListMenuUI : MonoBehaviour
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private void OnClickDeckForMultiDeckDelete(DeckUI deckDisplay)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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deckDisplay.SetVisibleCheckMark(!deckDisplay.IsCheckeMark);
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deckDisplay.SetColorToGrey(deckDisplay.IsCheckeMark);
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RefreshMultiDeleteDecideButtonEnable();
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@@ -1020,13 +986,13 @@ public class DeckListMenuUI : MonoBehaviour
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private void OnClickMultiDeckDeleteCancelButton()
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL);
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SetSortMode();
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}
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private void OnClickMultiDeckDeleteDecideButton()
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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ClearBackButtonAction();
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SystemText systemText = Data.SystemText;
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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