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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@@ -182,41 +182,6 @@ public class MotionUtils
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return array;
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}
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public static Vector3[] GetCatmullRomSpline(Vector3[] p, int div, bool closed = false)
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{
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int num = p.Length;
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List<Vector3> list = new List<Vector3>();
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List<Vector3> list2 = new List<Vector3>();
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if (closed)
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{
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list.Add(p[num - 1]);
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list.AddRange(p);
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list.Add(p[0]);
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list.Add(p[1]);
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num++;
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}
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else
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{
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list.Add(p[0]);
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list.AddRange(p);
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list.Add(p[num - 1]);
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}
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list2.Add(p[0]);
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for (int i = 1; i < num; i++)
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{
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Vector3 vector = -1f * list[i - 1] + 3f * list[i] - 3f * list[i + 1] + 1f * list[i + 2];
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Vector3 vector2 = 2f * list[i - 1] - 5f * list[i] + 4f * list[i + 1] - 1f * list[i + 2];
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Vector3 vector3 = -1f * list[i - 1] + 0f * list[i] + 1f * list[i + 1] + 0f * list[i + 2];
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Vector3 vector4 = 0f * list[i - 1] + 2f * list[i] + 0f * list[i + 1] + 0f * list[i + 2];
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for (int j = 1; j <= div; j++)
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{
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float num2 = (float)j / (float)div;
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list2.Add((vector * num2 * num2 * num2 + vector2 * num2 * num2 + vector3 * num2 + vector4) * 0.5f);
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}
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}
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return list2.ToArray();
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}
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public static void SetLayerAll(GameObject obj, int layer)
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{
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obj.layer = layer;
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@@ -269,33 +234,8 @@ public class MotionUtils
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}
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}
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public static float GetAim(Vector2 p0, Vector2 p1)
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{
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float x = p1.x - p0.x;
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return Mathf.Atan2(p1.y - p0.y, x) * 57.29578f - 90f;
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}
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public static Quaternion GetAimRotation(Vector3 p0, Vector3 p1)
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{
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return Quaternion.FromToRotation(Vector3.up, p1 - p0);
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}
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public static Vector2 GetPositionByAngle(float rot)
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{
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return new Vector2(Mathf.Cos(rot / 180f * (float)Math.PI), Mathf.Sin(rot / 180f * (float)Math.PI));
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}
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public static float CalculateFrameRateIndependantDampingConstant(float smoothingAmount, float decayMultiplier)
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{
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return 1f - Mathf.Pow(smoothingAmount, Time.smoothDeltaTime * decayMultiplier);
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}
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public static int GetDigit(int value)
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{
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if (value == 0)
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{
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return 1;
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}
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return (int)Mathf.Log10(Mathf.Abs(value)) + 1;
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}
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}
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