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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@@ -9,7 +9,6 @@ namespace Wizard;
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public class MyPageSpecialWinRewardDialog : MonoBehaviour
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{
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private const string GRADE_GAUGE_NAME = "gauge_bg_scale_15";
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private float[] _memoryValue = new float[16]
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{
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@@ -17,8 +16,6 @@ public class MyPageSpecialWinRewardDialog : MonoBehaviour
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0.67f, 0.738f, 0.806f, 0.875f, 0.943f, 1f
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};
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private const int TREASURE_BOX_SPRITE_GRADE = 5;
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[SerializeField]
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private UISprite _boxSprite;
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@@ -92,8 +89,7 @@ public class MyPageSpecialWinRewardDialog : MonoBehaviour
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private void OnClickBoxReceiveRewards(GameObject g)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_LOTTERY_BOX_TOUCH);
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
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MypageReceiveSpecialTreasureTask receiveSpecialTreasureTask = new MypageReceiveSpecialTreasureTask();
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receiveSpecialTreasureTask.SetParameter();
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(receiveSpecialTreasureTask, delegate
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@@ -129,7 +125,7 @@ public class MyPageSpecialWinRewardDialog : MonoBehaviour
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yield return UIManager.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(list, null));
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_treasureEffectObj = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(loadEffectName, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject);
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_treasureEffectObj.transform.parent = _boxOpenEffectObj.transform;
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(_treasureEffectObj, null);
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/* Pre-Phase-5b: SetUIParticleShader dropped */
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_boxOpenEffectObj.SetLayer(LayerMask.NameToLayer("SystemUI"), isSetChildren: true);
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bg.alpha = 0f;
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box.alpha = 0f;
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@@ -147,7 +143,7 @@ public class MyPageSpecialWinRewardDialog : MonoBehaviour
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yield return new WaitForSeconds(0.8f);
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TweenAlpha.Begin(label.gameObject, 0.5f, 0f);
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iTween.MoveTo(box.gameObject, iTween.Hash("x", 0f, "time", 0.7f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_2PICK_BOX_OPEN);
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yield return new WaitForSeconds(1f);
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_treasureEffectObj.transform.localPosition = box.transform.localPosition;
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_treasureEffectObj.transform.localScale = Vector3.one * 320f * 1.75f;
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