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>
This commit is contained in:
@@ -73,18 +73,6 @@ public class UIDragDropItem : MonoBehaviour
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mCollider2D = base.gameObject.GetComponent<Collider2D>();
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}
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protected virtual void OnEnable()
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{
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}
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protected virtual void OnDisable()
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{
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if (mDragging)
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{
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StopDragging(UICamera.hoveredObject);
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}
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}
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protected virtual void Start()
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{
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mButton = GetComponent<UIButton>();
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@@ -204,31 +192,6 @@ public class UIDragDropItem : MonoBehaviour
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{
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}
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protected virtual void OnDrag(Vector2 delta)
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{
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if (interactable && mDragging && base.enabled && mTouch == UICamera.currentTouch)
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{
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OnDragDropMove(delta * mRoot.pixelSizeAdjustment);
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}
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}
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protected virtual void OnDragEnd()
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{
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if (interactable && base.enabled && mTouch == UICamera.currentTouch)
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{
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StopDragging(UICamera.hoveredObject);
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}
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}
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public void StopDragging(GameObject go)
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{
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if (mDragging)
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{
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mDragging = false;
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OnDragDropRelease(go);
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}
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}
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protected virtual void OnDragDropStart()
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{
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if (!draggedItems.Contains(this))
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@@ -287,74 +250,4 @@ public class UIDragDropItem : MonoBehaviour
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{
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mTrans.localPosition += (Vector3)delta;
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}
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protected virtual void OnDragDropRelease(GameObject surface)
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{
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if (!cloneOnDrag)
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{
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if (mButton != null)
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{
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mButton.isEnabled = true;
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}
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else if (mCollider != null)
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{
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mCollider.enabled = true;
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}
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else if (mCollider2D != null)
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{
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mCollider2D.enabled = true;
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}
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UIDragDropContainer uIDragDropContainer = (surface ? NGUITools.FindInParents<UIDragDropContainer>(surface) : null);
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if (uIDragDropContainer != null)
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{
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mTrans.parent = ((uIDragDropContainer.reparentTarget != null) ? uIDragDropContainer.reparentTarget : uIDragDropContainer.transform);
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Vector3 localPosition = mTrans.localPosition;
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localPosition.z = 0f;
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mTrans.localPosition = localPosition;
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}
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else
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{
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mTrans.parent = mParent;
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}
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mParent = mTrans.parent;
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mGrid = NGUITools.FindInParents<UIGrid>(mParent);
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mTable = NGUITools.FindInParents<UITable>(mParent);
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if (mDragScrollView != null)
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{
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StartCoroutine(EnableDragScrollView());
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}
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NGUITools.MarkParentAsChanged(base.gameObject);
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if (mTable != null)
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{
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mTable.repositionNow = true;
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}
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if (!IsGridRepositionUse)
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{
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mGrid = null;
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}
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if (mGrid != null)
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{
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mGrid.repositionNow = true;
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}
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}
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else
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{
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NGUITools.Destroy(base.gameObject);
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}
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OnDragDropEnd();
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}
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protected virtual void OnDragDropEnd()
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{
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draggedItems.Remove(this);
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}
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protected IEnumerator EnableDragScrollView()
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{
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yield return new WaitForEndOfFrame();
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if (mDragScrollView != null)
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{
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mDragScrollView.enabled = true;
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}
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}
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}
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