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:
@@ -5,39 +5,9 @@ public class MyPageCardPanelAnimation : MonoBehaviour
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public enum State
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{
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Start,
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Move,
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Color,
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End
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}
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private const float RANDOM_TIMER_RANGE = 0.3f;
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private const float ORIGINAL_POS_X = -22100f;
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private const float COLOR_TIME = 0.6f;
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private const float START_WAIT_TIMER = 0.05f;
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private static readonly float[] ANGLES_3 = new float[3] { 5f, 0f, -5f };
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private static readonly float[] ANGLES_2 = new float[2] { 5f, -5f };
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private static readonly float[] ANGLES_1 = new float[1];
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private const float CARD_ORIGINAL_POS_X = -1000f;
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private const float CARD_DELAY_FACTOR = 0.03f;
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private const float CARD_TIME_MOTION = 0.0001f;
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private const float CARD_TIME_BASE = 0.2f;
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private const float CARD_TIME_FACTOR = 0.03f;
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private const float RANDOM_FACTOR = 5f;
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private const float ALPHA_FACTOR = 4f;
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private float ClickRotateTimeTotal;
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private float ClickRotateTime;
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@@ -93,11 +63,6 @@ public class MyPageCardPanelAnimation : MonoBehaviour
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_defaultPosition = newPosition;
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}
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public void PanelClear()
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{
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_panel = null;
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}
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private void InitializePanel()
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{
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if (_panel == null)
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@@ -128,115 +93,6 @@ public class MyPageCardPanelAnimation : MonoBehaviour
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}
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}
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public void SkipMoveAnimation()
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{
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_state = State.End;
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ColorChange(isForceOpacity: true);
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}
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private void Update()
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{
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if (_panel != null)
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{
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UpdateCard();
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}
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}
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private void UpdateCard()
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{
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float[] array = (new float[4][] { null, ANGLES_1, ANGLES_2, ANGLES_3 })[_cardPanel.Length];
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if (_panel == null)
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{
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return;
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}
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switch (_state)
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{
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case State.Start:
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{
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ClickRotateTime = 0f;
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_timer += Time.deltaTime;
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for (int k = 0; k < _cardPanel.Length; k++)
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{
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GameObject obj = _cardPanel[k];
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Vector3 localPosition = obj.transform.transform.localPosition;
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localPosition.x = -1000f;
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localPosition.y = _defaultPosition[k].y;
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obj.transform.transform.localPosition = localPosition;
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obj.transform.transform.localEulerAngles = new Vector3(0f, 0f, array[k]);
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}
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for (int l = 0; l < _cardPanel.Length; l++)
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{
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_panel[l].alpha = 0f;
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}
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if (_timer >= 0.05f)
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{
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_state++;
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}
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break;
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}
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case State.Move:
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{
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for (int j = 0; j < _cardPanel.Length; j++)
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{
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float x = _defaultPosition[j].x;
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iTween.MoveTo(_cardPanel[j], iTween.Hash("x", x, "time", _isCutCardMotion ? 0.0001f : (0.2f + (float)j * 0.03f), "delay", (float)j * 0.03f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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}
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if (!_isCutCardMotion)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SWITCH_MENU_CARD);
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}
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_state++;
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break;
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}
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case State.Color:
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_timer += Time.deltaTime;
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ColorChange();
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if (_timer >= 0.6f)
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{
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ColorChange(isForceOpacity: true);
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_state++;
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_timer = 0f;
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InitRandom();
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}
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break;
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case State.End:
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{
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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float num = 0f;
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if ((float)i == ClickIndex && ClickRotateTime > 0f)
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{
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ClickRotateTime -= Time.deltaTime;
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if (ClickRotateTime < 0f)
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{
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ClickRotateTime = 0f;
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_state = State.End;
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}
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float num2 = (ClickRotateTimeTotal - ClickRotateTime) / ClickRotateTimeTotal;
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num2 -= 1f;
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num2 = 0f - (num2 * num2 * num2 * num2 - 1f);
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num = 720f * num2;
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}
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_randomTimer[i] += Time.deltaTime;
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if (_randomTimer[i] >= 0f)
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{
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_cardPanel[i].transform.localEulerAngles = new Vector3(0f, num + (float)_randomDir[i] * 5f * Mathf.Sin(_randomTimer[i] / 2f), array[i] + (float)_randomDir[i] * Mathf.Sin(_randomTimer[i]));
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}
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}
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break;
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}
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}
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}
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public void SetCardPanelAngle()
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{
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float[] array = (new float[4][] { null, ANGLES_1, ANGLES_2, ANGLES_3 })[_cardPanel.Length];
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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_cardPanel[i].transform.transform.localEulerAngles = new Vector3(0f, 0f, array[i]);
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}
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}
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private void ColorChange(bool isForceOpacity = false)
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{
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if (_panel == null)
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@@ -269,7 +125,7 @@ public class MyPageCardPanelAnimation : MonoBehaviour
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ClickIndex = i;
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if (isPlaySe)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_MENU_CARD);
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}
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}
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