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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@@ -7,16 +7,8 @@ public class InPlayCardControl
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{
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private readonly GameObject m_gameObject;
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private const int cMax = 5;
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private const float cBaseX = 215f;
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private Vector3[] cPos;
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private readonly Vector3 PLAYER_FIELDCARD_SPACE = new Vector3(0f, -110f, 0f);
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private readonly Vector3 ENEMY_FIELDCARD_SPACE = new Vector3(0f, 158f, 0f);
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public Transform transform { get; private set; }
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public InPlayCardControl(GameObject gameObject)
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@@ -26,84 +18,6 @@ public class InPlayCardControl
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cPos = new Vector3[5];
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}
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private void SetInPlayPosition(List<IBattleCardView> battleCardViewList)
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{
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int num = battleCardViewList.Count;
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if (num >= 5)
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{
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num = 5;
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}
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for (int i = 0; i < num; i++)
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{
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switch (m_gameObject.name)
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{
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case "FieldCard":
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m_gameObject.transform.localPosition = PLAYER_FIELDCARD_SPACE;
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cPos[i] = new Vector3(215f * (float)i - 215f * (float)(num - 1) / 2f, 0f, 0f);
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break;
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case "EFieldCard":
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m_gameObject.transform.localPosition = ENEMY_FIELDCARD_SPACE;
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cPos[i] = new Vector3(-215f * (float)i + 215f * (float)(num - 1) / 2f, 0f, 0f);
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break;
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}
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}
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}
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public void RearrangePlayerInplay(float time, List<IBattleCardView> battleCardViewList)
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{
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SetInPlayPosition(battleCardViewList);
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int num = 0;
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foreach (IBattleCardView battleCardView in battleCardViewList)
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{
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if (!battleCardView.isHiddenFromInPlayView)
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{
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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Transform transform = battleCardView.Transform;
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transform.localPosition = new Vector3(cPos[num].x, transform.localPosition.y, transform.localPosition.z);
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}
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else
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{
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if (battleCardView._inPlayRearrangeCoroutine != null)
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{
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BattleCoroutine.GetInstance().StopCoroutine(battleCardView._inPlayRearrangeCoroutine);
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}
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battleCardView._inPlayRearrangeCoroutine = BattleCoroutine.GetInstance().StartCoroutine(MoveCardToNewPosition(battleCardView, cPos[num], time));
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}
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}
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num++;
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}
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}
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private IEnumerator MoveCardToNewPosition(IBattleCardView cardView, Vector3 targetPosition, float time)
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{
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Transform cardTransform = cardView.Transform;
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float startTime = Time.time;
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while (true)
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{
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float num = (Time.time - startTime) / time;
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if (num > 1f)
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{
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break;
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}
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float x = Mathf.Lerp(cardTransform.localPosition.x, targetPosition.x, num);
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cardTransform.localPosition = new Vector3(x, cardTransform.localPosition.y, cardTransform.localPosition.z);
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yield return null;
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}
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cardTransform.localPosition = new Vector3(targetPosition.x, cardTransform.localPosition.y, cardTransform.localPosition.z);
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}
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public Vector3 GetPosition(int index)
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{
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return cPos[index];
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}
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public Vector3 GetOverflowPosition(int index, bool isPlayer)
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{
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float num = (isPlayer ? 1f : (-1f));
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return new Vector3((430f + 215f * (float)(index + 1)) * num, 0f, 0f);
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}
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public static Vector3 CalcPosition(int cardCount, int index, bool isPlayer)
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{
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if (isPlayer)
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