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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@@ -5,8 +5,6 @@ public class SpringPosition : MonoBehaviour
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{
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public delegate void OnFinished();
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public static SpringPosition current;
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public Vector3 target = Vector3.zero;
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public float strength = 10f;
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@@ -19,80 +17,8 @@ public class SpringPosition : MonoBehaviour
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public OnFinished onFinished;
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[SerializeField]
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[HideInInspector]
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private GameObject eventReceiver;
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[SerializeField]
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[HideInInspector]
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public string callWhenFinished;
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private Transform mTrans;
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private float mThreshold;
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private UIScrollView mSv;
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private void Start()
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{
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mTrans = base.transform;
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if (updateScrollView)
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{
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mSv = NGUITools.FindInParents<UIScrollView>(base.gameObject);
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}
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}
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private void Update()
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{
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float deltaTime = (ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime);
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if (worldSpace)
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{
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if (mThreshold == 0f)
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{
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mThreshold = (target - mTrans.position).sqrMagnitude * 0.001f;
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}
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mTrans.position = NGUIMath.SpringLerp(mTrans.position, target, strength, deltaTime);
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if (mThreshold >= (target - mTrans.position).sqrMagnitude)
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{
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mTrans.position = target;
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NotifyListeners();
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base.enabled = false;
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}
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}
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else
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{
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if (mThreshold == 0f)
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{
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mThreshold = (target - mTrans.localPosition).sqrMagnitude * 1E-05f;
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}
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mTrans.localPosition = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, deltaTime);
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if (mThreshold >= (target - mTrans.localPosition).sqrMagnitude)
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{
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mTrans.localPosition = target;
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NotifyListeners();
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base.enabled = false;
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}
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}
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if (mSv != null)
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{
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mSv.UpdateScrollbars(recalculateBounds: true);
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}
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}
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private void NotifyListeners()
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{
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current = this;
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if (onFinished != null)
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{
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onFinished();
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}
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if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
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{
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eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver);
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}
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current = null;
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}
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public static SpringPosition Begin(GameObject go, Vector3 pos, float strength)
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{
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SpringPosition springPosition = go.GetComponent<SpringPosition>();
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