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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@@ -5,15 +5,6 @@ using Wizard.Battle.View.Vfx;
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public class Skill_special_win : SkillBase
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{
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private const int SHAKE_SCREEN_MAX_VALUE = 10;
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private const float SHAKE_CAMERA_VECTOR_VALUE = 0.02f;
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private const float SHAKE_CAMERA_TIME_COEFFICIENT = 0.05f;
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private const float SHAKE_CAMERA_TIME_OFFSET = 0.2f;
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private const string OPTION_WHEN_SPECIAL_LOSE = "when_special_lose";
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public Skill_special_win(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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@@ -22,7 +13,7 @@ public class Skill_special_win : SkillBase
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public override VfxWithLoading Start(CallParameter parameter)
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{
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if (BattleManagerBase.IsForecast)
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if (base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast)
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{
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return NullVfxWithLoading.GetInstance();
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}
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@@ -36,7 +27,7 @@ public class Skill_special_win : SkillBase
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if (processInfo != null && !flag)
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{
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parameter.skillProcessor.Register(processInfo);
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if (!BattleManagerBase.GetIns().IsRecovery)
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if (!SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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BattleCardBase targetClass = targetCard.OpponentBattlePlayer.Class;
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sequentialVfxPlayer.Register(SkillBase.CreateSingleVfx(base.SkillPrm.resourceMgr, () => targetClass.BattleCardView.GameObject.transform.position, new List<BattleCardBase> { targetClass }, targetClass.IsPlayer, targetClass.BattleCardView, "btl_nerva_2", EffectMgr.EngineType.SHURIKEN, "se_btl_nerva_2", EffectMgr.MoveType.DIRECT_LEADER, EffectMgr.TargetType.SINGLE, 0f));
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@@ -64,12 +55,9 @@ public class Skill_special_win : SkillBase
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return VfxWithLoading.Create(vfxWithLoading.LoadingVfx, mainVfx);
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}
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// Pre-Phase-5b: static camera-shake helper. Headless has no BattleCamera / BackGround view;
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// the enclosing "special win" celebratory VFX is unreachable. Method body stubbed to no-op.
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public static void ShakeScreen(int shakeScreenMinValue = 10)
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{
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BattleManagerBase ins = BattleManagerBase.GetIns();
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float num = Mathf.Min(10, shakeScreenMinValue);
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BattleCamera camera = ins.Camera;
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ins.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(camera.ShakeCamera(Vector3.one * (num * 0.02f), num * 0.05f + 0.2f, 0f), WaitVfx.Create(num * 0.05f + 0.2f), camera.ShakeComplete()));
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ins.BackGround.StartFieldShake();
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}
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}
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