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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@@ -7,35 +7,15 @@ public class DialogSupport : MonoBehaviour
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{
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private enum Info
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{
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UserId,
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AppVersion,
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OsVersion,
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Device
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}
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[SerializeField]
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private UITable _table;
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private GameObject[] _items;
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private const string CHECK_ON = "btn_check_on";
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private const string CHECK_OFF = "btn_check_off";
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private const string USERID = "&userid=";
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private const string APPVERSION = "&appver=";
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private const string OSVERSION = "&osver=";
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private const string DEVICE = "&device=";
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private const string ERRORCODE = "&errorcode=";
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private const string COUNTRY = "&country=";
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private const string CITY = "&city=";
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public string ErrorCode { get; set; }
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public static DialogBase Create(string errorCode = null)
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@@ -64,35 +44,6 @@ public class DialogSupport : MonoBehaviour
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return dialogBase;
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}
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public void Start()
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{
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string[] array = new string[4] { "Contact_Dialog_002", "Contact_Dialog_003", "Contact_Dialog_004", "Contact_Dialog_001_dmm" };
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int childCount = _table.transform.childCount;
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_items = new GameObject[childCount];
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for (int i = 0; i < childCount; i++)
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{
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_items[i] = _table.transform.GetChild(i).gameObject;
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UIButton bt = _items[i].GetComponentInChildren<UIButton>();
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UISprite sp = _items[i].GetComponentInChildren<UISprite>();
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_items[i].GetComponentInChildren<UILabel>().text = Data.SystemText.Get(array[i]);
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bt.onClick.Add(new EventDelegate(delegate
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{
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if (sp.spriteName == "btn_check_off")
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{
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bt.normalSprite = "btn_check_on";
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bt.pressedSprite = "btn_check_off";
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_TOGGLE_ON);
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}
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else
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{
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bt.normalSprite = "btn_check_off";
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bt.pressedSprite = "btn_check_on";
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_TOGGLE_OFF);
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}
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}));
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}
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}
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private bool IsChecked(Info info)
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{
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if ((int)info >= _items.Length)
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@@ -106,10 +57,8 @@ public class DialogSupport : MonoBehaviour
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{
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string key = "URL_0013_steam";
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string text = Data.SystemText.Get(key);
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if (IsChecked(Info.UserId) && PlayerStaticData.UserViewerID != 0)
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{
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text = text + "&userid=" + PlayerStaticData.UserViewerID;
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}
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// PlayerStaticData.UserViewerID read stripped in Phase-1 UI cull. GetUrl runs from a
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// client-side report dialog; headless never invokes it.
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if (IsChecked(Info.AppVersion))
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{
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text = text + "&appver=" + Toolbox.DeviceManager.GetAppVersionName();
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