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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@@ -8,17 +8,6 @@ using Wizard.Battle.View.Vfx;
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public abstract class PlayQueueViewBase
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{
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protected const float REARRANGE_TIME = 0.5f;
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protected const float ACCELERATE_REARRANGE_TIME = 0.2f;
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private const float queueUpdateSpeed = 10f;
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private const float aspectRatio_4_3 = 1.333f;
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private const float SMOOTHING_AMOUNT = 0.01f;
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private const float DECAY_MULTIPLIER = 5f;
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private Action _computeCorners;
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@@ -59,11 +48,6 @@ public abstract class PlayQueueViewBase
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_computeCorners();
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}
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public virtual void ForceClearPlayQueue()
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{
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queuedCards.Clear();
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}
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public int QueueCount()
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{
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return queuedCards.Count;
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@@ -78,14 +62,6 @@ public abstract class PlayQueueViewBase
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}
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}
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public virtual void InsertCardFromView(IBattleCardView originalView, IBattleCardView insertView)
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{
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if (queuedCards.Count > 0 && queuedCards[0] == originalView && queuedCards.Any((IBattleCardView c) => c == originalView))
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{
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queuedCards.Insert(queuedCards.IndexOf(originalView), insertView);
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}
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}
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public virtual void ReplaceCard(IBattleCardView cardViewToAdd, IBattleCardView cardViewToRemove)
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{
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cardViewToAdd._hasCardEnteredPlayQueue = true;
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@@ -98,18 +74,6 @@ public abstract class PlayQueueViewBase
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}
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}
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public virtual void ForceRemoveCardFromView(IBattleCardView cardViewToRemove)
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{
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cardViewToRemove.ResetPlayQueueFlags();
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queuedCards.Remove(cardViewToRemove);
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iTween.Stop(cardViewToRemove.GameObject);
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}
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protected virtual bool IsCardPlayedInstantly(bool forceCardIntoPlayQueue)
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{
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return !forceCardIntoPlayQueue;
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}
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public bool IsCardInQueue(IBattleCardView battleCardView)
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{
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return queuedCards.Contains(battleCardView);
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@@ -138,51 +102,6 @@ public abstract class PlayQueueViewBase
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return new Vector3(delta.x * MotionUtils.GetEase(t, MotionUtils.EaseType.easeOutQuad), delta.y * MotionUtils.GetEase(t, MotionUtils.EaseType.linear), delta.z * MotionUtils.GetEase(t, MotionUtils.EaseType.linear)) + queueTopPosition;
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}
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protected float CalculateAspectRatioMultiplier(float aspectRatio)
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{
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if (aspectRatio <= 1.333f)
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{
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aspectRatio = 1.333f;
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}
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return aspectRatio - 1f;
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}
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protected float CalculateInverseAspectRatioMultiplier(float aspectRatio)
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{
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if (aspectRatio <= 1.333f)
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{
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aspectRatio = 1.333f;
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}
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return 1f / (aspectRatio - 1f);
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}
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protected void AddCardToQueue(IBattleCardView playedCardView)
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{
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queuedCards.Add(playedCardView);
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if (!BattleManagerBase.GetIns().IsRecovery)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_HAND_MOVE_CENTER);
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iTween.Stop(playedCardView.GameObject);
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if (playedCardView.GameObject.activeSelf)
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{
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iTween.RotateAdd(playedCardView.GameObject, iTween.Hash("y", RotationAmount, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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iTween.ScaleTo(playedCardView.GameObject, iTween.Hash("scale", Global.CARD_BATTLE_SCALE, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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}
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}
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}
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protected VfxBase WaitUntilCardIsInQueueVfx(IBattleCardView playedCardView)
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{
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if (!BattleManagerBase.GetIns().IsRecovery)
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{
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playedCardView._hasCardEnteredPlayQueue = true;
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}
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return InstantVfx.Create(delegate
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{
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playedCardView._waitUntilCardIsInQueueCoroutine = BattleCoroutine.GetInstance().StartCoroutine(WaitUntilCardIsInQueue(playedCardView));
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});
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}
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private IEnumerator WaitUntilCardIsInQueue(IBattleCardView playedCardView)
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{
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yield return new WaitForSeconds(0.5f);
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@@ -196,9 +115,4 @@ public abstract class PlayQueueViewBase
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protected abstract Vector3 GetScreenTopCornerOffset(float aspectRatio);
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protected abstract Vector3 GetScreenBottomCornerOffset(float aspectRatio);
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protected void PlayPlayedCardEffect(IBattleCardView playedCardView)
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{
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_CARD_SET_1, playedCardView.GameObject.transform.position, playedCardView.GameObject.transform.rotation);
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}
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}
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