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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@@ -5,17 +5,6 @@ using UnityEngine;
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public class MyPageItem : MonoBehaviour
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{
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protected const float APPEAR_ANIMATION_DISTANCE_X = 1000f;
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protected const float APPEAR_ANIMATION_TIME = 0.3f;
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protected const float APPEAR_ANIMATION_DELAY = 0.1f;
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protected const float TWEEN_MOVE_TIME = 0.3f;
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protected const float TWEEN_DELAY_TIME = 0.1f;
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private const float CARD_PANEL_LEFT_X = -328f;
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[SerializeField]
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private MyPageCardPanelAnimation _cardMove;
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@@ -27,12 +16,8 @@ public class MyPageItem : MonoBehaviour
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private Dictionary<int, Vector3> _defaultPosition = new Dictionary<int, Vector3>();
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private bool _isAttachAtlasEnd;
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private bool cardAnimationInitialized;
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public MyPageCardPanel[] CardPanelList => _cardPanelList;
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protected bool IsCardMoving
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{
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get
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@@ -53,11 +38,6 @@ public class MyPageItem : MonoBehaviour
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public bool IsEnableFooterCurrentMenu { get; set; }
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public void SetCardPanelList(MyPageCardPanel[] myPageCardPanels)
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{
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_cardPanelList = myPageCardPanels;
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}
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public virtual void Initialize(MyPageMenu parent)
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{
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_parent = parent;
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@@ -93,15 +73,6 @@ public class MyPageItem : MonoBehaviour
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{
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}
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public void AttachAtlas()
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{
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if (!_isAttachAtlasEnd)
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{
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_isAttachAtlasEnd = true;
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UIManager.GetInstance().AttachAtlas(base.gameObject);
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}
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}
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protected void StartCardPanelAppearAnimation()
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{
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if (_cardMove != null)
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@@ -178,12 +149,6 @@ public class MyPageItem : MonoBehaviour
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iTween.MoveTo(obj, iTween.Hash("x", x, "time", 0.3f, "delay", 0.1f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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}
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protected void TweenMoveTo(GameObject obj, float x, float y)
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{
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RemoveITween(obj);
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iTween.MoveTo(obj, iTween.Hash("x", x, "y", y, "time", 0.3f, "delay", 0.1f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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}
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protected void MoveCardPanelLeftPosition(GameObject moveObj)
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{
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CardAnimation.StopMove();
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@@ -220,12 +185,6 @@ public class MyPageItem : MonoBehaviour
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FadeUtility.FadeOutObject(tweenAlpha, onFinish);
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}
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protected static void FadeInObject(UITweenAlpha tweenAlpha, Action onFinish = null)
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{
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tweenAlpha.End();
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FadeUtility.FadeInObject(tweenAlpha, onFinish);
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}
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protected void ResetAlphaAndRemoveTween(UISprite spriteObj)
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{
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UITweenAlpha component = spriteObj.GetComponent<UITweenAlpha>();
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@@ -242,7 +201,7 @@ public class MyPageItem : MonoBehaviour
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{
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if (currentPlate == null)
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{
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GameObject prefab = GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Menu/CardPanelMaintenancePlate");
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GameObject prefab = null; // Pre-Phase-5b: no PrefabMgr headless
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currentPlate = NGUITools.AddChild(button.gameObject, prefab).GetComponent<CardPanelMaintenancePlate>();
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currentPlate.SetDepth(buttonLabelDepth + 1);
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}
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@@ -278,37 +237,4 @@ public class MyPageItem : MonoBehaviour
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obj.transform.localPosition = _defaultPosition[obj.GetInstanceID()];
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}
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}
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protected void ShowMenu(MyPageCardPanel selectedPanel, GameObject menuRoot, bool isAnimate)
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{
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int index = selectedPanel.Index;
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selectedPanel.RestoreSavedPosition();
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MoveCardPanelLeftPosition(selectedPanel.gameObject);
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if (isAnimate)
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{
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CardAnimation.OnClicked(index);
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}
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for (int i = 0; i < CardPanelList.Length; i++)
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{
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if (i == index)
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{
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continue;
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}
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MyPageCardPanel myPageCardPanel = CardPanelList[i];
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if (myPageCardPanel.gameObject.activeSelf)
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{
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if (isAnimate)
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{
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FadeOutCardPanelAndNonActive(myPageCardPanel);
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}
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else
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{
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myPageCardPanel.gameObject.SetActive(value: false);
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}
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}
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}
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menuRoot.SetActive(value: true);
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RestoreDefaultPosition(menuRoot);
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AppearAnimationFromRight(menuRoot);
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}
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}
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