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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@@ -7,11 +7,6 @@ using Wizard.Battle.View.Vfx;
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public class Skill_fusion_metamorphose : Skill_metamorphose
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{
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public const float METAMORPHOSE_EFFECT_TIME = 0.5f;
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public const string FUSION_METAMORPHOSE_EFFECT_PATH = "cmn_card_fusionmetamorphose_2";
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public const string FUSION_METAMORPHOSE_SE_PATH = "se_cmn_card_fusionmetamorphose_2";
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public override bool IsShowSideLogSkillType => false;
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@@ -44,15 +39,15 @@ public class Skill_fusion_metamorphose : Skill_metamorphose
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{
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BattleCardBase originalCard = item.Card;
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BattleCardBase metamorphosedCard;
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if (GameMgr.GetIns().IsNetworkBattle && !GameMgr.GetIns().IsAINetwork && !BattleManagerBase.IsForecast && !GameMgr.GetIns().IsReplayBattle)
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if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsNetworkBattle && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork && !base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsReplayBattle)
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{
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metamorphosedCard = BattleManagerBase.GetIns().MetamorphoseCard(_metamorphoseCardId, originalCard.IsPlayer, originalCard.Index, this, isFusion: true);
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metamorphosedCard = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.MetamorphoseCard(_metamorphoseCardId, originalCard.IsPlayer, originalCard.Index, this, isFusion: true);
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}
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else
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{
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metamorphosedCard = originalCard.SelfBattlePlayer.CreateCard(_metamorphoseCardId, originalCard.Index);
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}
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if (!BattleManagerBase.GetIns().IsVirtualBattle && !BattleManagerBase.GetIns().IsRecovery)
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if (!SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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metamorphosedCard.BattleCardView.CardWrapObject.SetActive(value: false);
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}
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@@ -70,10 +65,10 @@ public class Skill_fusion_metamorphose : Skill_metamorphose
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MetamorphoseCardPair metamorphoseCardPair = new MetamorphoseCardPair(originalCard, metamorphosedCard);
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list.Add(metamorphoseCardPair);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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if (!BattleManagerBase.GetIns().IsRecovery && (originalCard.IsPlayer || GameMgr.GetIns().IsAdminWatch))
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if (!SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery && (originalCard.IsPlayer || SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAdminWatch))
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{
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CanNotTouchCardVfx canNotTouchCardVfx = new CanNotTouchCardVfx();
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BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
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VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
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SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
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_canNotTouchCardVfxList.Add(canNotTouchCardVfx);
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}
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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@@ -96,22 +91,16 @@ public class Skill_fusion_metamorphose : Skill_metamorphose
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Skill_metamorphose.SwapMetamorphosedCardMesh(originalCard, metamorphosedCard);
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}));
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GameObject effectGameObject = null;
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WaitLoadEffectAndSetSeVfx loadingVfx = new WaitLoadEffectAndSetSeVfx("cmn_card_fusionmetamorphose_2", "se_cmn_card_fusionmetamorphose_2", delegate(GameObject e)
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{
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effectGameObject = e;
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});
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PlayEffectAndSeVfx playEffectAndSeVfx = new PlayEffectAndSeVfx(() => effectGameObject, metamorphosedCard.BattleCardView.Transform, isFollow: false, isFollowPosition: false, isFollowAll: true);
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VfxBase loadingVfx = NullVfx.GetInstance();
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VfxBase playEffectAndSeVfx = NullVfx.GetInstance();
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VfxWithLoading vfxWithLoading = VfxWithLoading.Create(loadingVfx, playEffectAndSeVfx);
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parallelVfxPlayer2.Register(vfxWithLoading.LoadingVfx);
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base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.OperateMgr.CallOnEffect(base.SkillPrm.buildInfo);
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SequentialVfxPlayer morphVfx = SequentialVfxPlayer.Create(vfxBase, vfxWithLoading.MainVfx, InstantVfx.Create(delegate
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{
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MotionUtils.SetLayerAll(playEffectAndSeVfx.GetLoadedGameObject(), 31);
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}), WaitVfx.Create(0.5f), parallelVfxPlayer5);
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SequentialVfxPlayer morphVfx = SequentialVfxPlayer.Create(vfxBase, vfxWithLoading.MainVfx, WaitVfx.Create(0.5f), parallelVfxPlayer5);
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sequentialVfxPlayer.Register(Skill_metamorphose.AttachMetamorphoseCardToOriginalCardVfx(originalCard, metamorphosedCard));
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sequentialVfxPlayer.Register(WaitVfx.Create(num));
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num += 0.1f;
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sequentialVfxPlayer.Register(new MetamorphoseHandCardVfx(metamorphoseCardPair.NewCard, morphVfx, isFusion: true));
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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sequentialVfxPlayer.Register(Skill_metamorphose.EnableMetamorphosedCardColliderVfx(metamorphosedCard));
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sequentialVfxPlayer.Register(TouchableUpdateVfx(originalCard.IsPlayer));
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parallelVfxPlayer4.Register(sequentialVfxPlayer);
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