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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@@ -31,14 +31,6 @@ public class AchievementImpl : MonoBehaviour
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BSP10,
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BSP25,
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BSP40,
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ARISA_CLR,
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ERIKA_CLR,
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ISABELLE_CLR,
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ROWEN_CLR,
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LUNA_CLR,
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URIAS_CLR,
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ERIS_CLR,
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ALLSTORY_CLR,
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RANK_D,
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RANK_C,
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RANK_B,
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@@ -52,14 +44,6 @@ public class AchievementImpl : MonoBehaviour
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{
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private bool _bShowAchievementAfterSignIn;
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public bool bShowAchievementAfterSignIn
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{
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set
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{
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_bShowAchievementAfterSignIn = value;
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}
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}
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public void OnSignIn(bool success)
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{
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if (success)
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@@ -109,20 +93,6 @@ public class AchievementImpl : MonoBehaviour
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"CgkIz8_azvQHEAIQHw", "CgkIz8_azvQHEAIQIA", "CgkIz8_azvQHEAIQIQ", "CgkIz8_azvQHEAIQJA", "CgkIz8_azvQHEAIQJQ", "CgkIz8_azvQHEAIQJg"
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};
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private const int LEVEL_10 = 10;
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private const int LEVEL_25 = 25;
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private const int LEVEL_40 = 40;
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private const int RANK_ID_D0 = 5;
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private const int RANK_ID_C0 = 9;
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private const int RANK_ID_B0 = 13;
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private const int RANK_ID_A0 = 17;
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private bool mIsSignIn;
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private AchievementCallbackImpl mCallbackImpl;
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@@ -144,64 +114,6 @@ public class AchievementImpl : MonoBehaviour
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instance = this;
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}
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public void SignIn(Action<bool> callback = null)
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{
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if (mCallbackImpl != null)
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{
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mCallbackImpl.bShowAchievementAfterSignIn = false;
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}
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StartCoroutine(SocialServiceUtility.Instance.SignIn(delegate(bool success)
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{
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if (mCallbackImpl != null)
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{
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mCallbackImpl.OnSignIn(success);
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}
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if (callback != null)
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{
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callback(success);
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}
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}));
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}
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public void SignOut(Action callback = null)
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{
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SocialServiceUtility.Instance.SignOut(delegate
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{
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if (mCallbackImpl != null)
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{
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mCallbackImpl.OnSignOut();
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}
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if (callback != null)
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{
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callback();
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}
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});
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mIsSignIn = false;
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}
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public void ShowAchievements(Action<bool> callback = null)
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{
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if (mCallbackImpl != null)
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{
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mCallbackImpl.bShowAchievementAfterSignIn = true;
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}
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StartCoroutine(SocialServiceUtility.Instance.SignIn(delegate(bool success)
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{
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if (success)
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{
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ReleaseAchievementShouldBeReleased();
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}
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if (mCallbackImpl != null)
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{
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mCallbackImpl.OnSignIn(success);
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}
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if (callback != null)
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{
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callback(success);
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}
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}));
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}
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public void ReleaseAchievement(eAchievementID id)
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{
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if (mIsSignIn)
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@@ -223,7 +135,7 @@ public class AchievementImpl : MonoBehaviour
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{
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for (int i = 1; i < 9; i++)
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{
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ClassCharaPrm classPrm = GameMgr.GetIns().GetDataMgr().GetClassPrm(i);
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ClassCharaPrm classPrm = null; // Pre-Phase-5b: no class prm headless
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Dictionary<int, eAchievementID> achievementIDsByClass = getAchievementIDsByClass((CardBasePrm.ClanType)i);
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int classCharaLv = classPrm.GetClassCharaLv();
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if (classCharaLv >= 10)
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