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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@@ -18,8 +18,6 @@ public class DeckDetailDialog : MonoBehaviour
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Gathering
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}
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private const int CHARACTER_NAME_SMALL_SIZE = 31;
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[SerializeField]
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private UILabel _deckNameLabel;
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@@ -59,22 +57,6 @@ public class DeckDetailDialog : MonoBehaviour
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[SerializeField]
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private FlexibleGrid _classDisplayGrid;
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private const int DECKNAME_EDIT_DIALOG_DEPTH = 400;
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private const int DECKCODE_COPY_DIALOG_DEPTH = 400;
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private const int SKIN_SELECTION_DIALOG_DEPTH = 400;
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private const int SLEEVE_SELECTION_DIALOG_DEPTH = 400;
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private const int SKIN_RANDOM_SELECT_DIALOG_DEPTH = 600;
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private const long INVALID_SLEEVE_ID = -1L;
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private const string SKIN_SELECTED_RANDOM_KEY = "skin_random";
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private const int CLASS_DISPLAY_WIDTH_MAX = 375;
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private Action _onDeckUpdateSuccess;
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private DeckData _deck;
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@@ -121,12 +103,6 @@ public class DeckDetailDialog : MonoBehaviour
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InitializeCommon(deck, taskType, onDeckUpdateSuccess, loadedVoiceList, conventionDeckList);
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}
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public void InitializeForGathering(DeckData deck, bool IsEntryDeckOnly, Action onDeckUpdateSuccess, List<string> loadedVoiceList)
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{
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eTaskType taskType = (IsEntryDeckOnly ? eTaskType.Gathering : eTaskType.Normal);
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InitializeCommon(deck, taskType, onDeckUpdateSuccess, loadedVoiceList, null);
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}
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private void InitializeCommon(DeckData deck, eTaskType taskType, Action onDeckUpdateSuccess, List<string> loadedVoiceList, ConventionDeckList conventionDeckList)
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{
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_deck = deck;
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@@ -304,7 +280,7 @@ public class DeckDetailDialog : MonoBehaviour
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private void OnClickDeckNameEditButton(GameObject g)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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string oldDeckName = _deck.GetDeckName();
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SystemText systemText = Data.SystemText;
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DialogBase dialogBase = InputDialog.Create(30, 24);
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@@ -350,7 +326,7 @@ public class DeckDetailDialog : MonoBehaviour
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private void OnClickDeckCodeCreateButton(GameObject g)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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GenerateDeckCodeTask generateDeckCodeTask = new GenerateDeckCodeTask();
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SetGenerateDeckCodeTask(generateDeckCodeTask);
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StartCoroutine(Toolbox.NetworkManager.Connect(generateDeckCodeTask, OnSuccessCreateDeckCode, null, null, encrypt: false));
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@@ -392,7 +368,7 @@ public class DeckDetailDialog : MonoBehaviour
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private void OnClickSkinChangeButton(GameObject g)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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StartCoroutine(OpenSkinSelectionDialog());
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}
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@@ -459,8 +435,7 @@ public class DeckDetailDialog : MonoBehaviour
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if (_selectRandomSkinIdList.Contains(0))
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{
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_selectRandomSkinIdList.Remove(0);
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_selectRandomSkinIdList.Add(GameMgr.GetIns().GetDataMgr().GetCharaPrmByClassId(_deck.GetDeckClassID())
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.skin_id);
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// Pre-Phase-5b: chara master lookup dropped; headless has no default skin to add
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_selectRandomSkinIdList.Sort();
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}
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_skinSelection.AddItem("skin_random", null, isSelectable: true, null, null, null, isDisplaySprite: true, string.Empty, new string[2]
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@@ -515,23 +490,18 @@ public class DeckDetailDialog : MonoBehaviour
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UpdateSkin();
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DeckCardEditUI.CurrentDeckData = _deck;
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StopVoice();
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GameMgr.GetIns().GetSoundMgr().PlayVoice(ClassCharaPrm.EmotionType.LEADER_SELECT, _deck.GetSkinId(), _loadedVoiceCueSheetList);
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}
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private void StopVoice()
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{
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SoundMgr soundMgr = GameMgr.GetIns().GetSoundMgr();
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if (soundMgr.IsVoicePlaying())
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{
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soundMgr.StopVoiceAll(0f);
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}
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}
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private void UpdateSkin()
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{
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int currentSkinId = _currentSkinId;
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int newSkinId = _deck.GetSkinId();
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GameMgr.GetIns().GetDataMgr().GetClassPrm(_deck.GetDeckClassID());
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/* Pre-Phase-5b: class prm read dropped */
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_skinRandomIcon.gameObject.SetActive(_deck.IsVisibleRandomIcon());
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if (newSkinId != currentSkinId)
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{
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@@ -562,7 +532,7 @@ public class DeckDetailDialog : MonoBehaviour
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private void OnClickSleeveChangeButton(GameObject g)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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UIManager.GetInstance().createInSceneCenterLoading();
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OpenSleeveSelectionDialog();
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}
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