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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@@ -33,37 +33,6 @@ public abstract class UIRect : MonoBehaviour
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this.absolute = Mathf.FloorToInt(absolute + 0.5f);
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}
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public void Set(Transform target, float relative, float absolute)
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{
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this.target = target;
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this.relative = relative;
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this.absolute = Mathf.FloorToInt(absolute + 0.5f);
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}
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public void SetToNearest(float abs0, float abs1, float abs2)
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{
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SetToNearest(0f, 0.5f, 1f, abs0, abs1, abs2);
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}
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public void SetToNearest(float rel0, float rel1, float rel2, float abs0, float abs1, float abs2)
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{
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float num = Mathf.Abs(abs0);
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float num2 = Mathf.Abs(abs1);
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float num3 = Mathf.Abs(abs2);
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if (num < num2 && num < num3)
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{
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Set(rel0, abs0);
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}
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else if (num2 < num && num2 < num3)
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{
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Set(rel1, abs1);
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}
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else
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{
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Set(rel2, abs2);
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}
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}
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public void SetHorizontal(Transform parent, float localPos)
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{
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if ((bool)rect)
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@@ -118,9 +87,7 @@ public abstract class UIRect : MonoBehaviour
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public enum AnchorUpdate
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{
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OnEnable,
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OnUpdate,
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OnStart
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}
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OnUpdate }
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public AnchorPoint leftAnchor = new AnchorPoint();
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@@ -440,13 +407,6 @@ public abstract class UIRect : MonoBehaviour
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_hasTrans = true;
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}
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protected void Start()
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{
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mStarted = true;
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OnInit();
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OnStart();
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}
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public void Update()
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{
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if (!mAnchorsCached)
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@@ -529,36 +489,6 @@ public abstract class UIRect : MonoBehaviour
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UpdateAnchors();
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}
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public void SetAnchor(GameObject go)
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{
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Transform target = ((go != null) ? go.transform : null);
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leftAnchor.target = target;
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rightAnchor.target = target;
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topAnchor.target = target;
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bottomAnchor.target = target;
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ResetAnchors();
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UpdateAnchors();
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}
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public void SetAnchor(GameObject go, int left, int bottom, int right, int top)
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{
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Transform target = ((go != null) ? go.transform : null);
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leftAnchor.target = target;
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rightAnchor.target = target;
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topAnchor.target = target;
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bottomAnchor.target = target;
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leftAnchor.relative = 0f;
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rightAnchor.relative = 1f;
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bottomAnchor.relative = 0f;
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topAnchor.relative = 1f;
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leftAnchor.absolute = left;
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rightAnchor.absolute = right;
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bottomAnchor.absolute = bottom;
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topAnchor.absolute = top;
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ResetAnchors();
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UpdateAnchors();
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}
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public void ResetAnchors()
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{
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mAnchorsCached = true;
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