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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@@ -10,15 +10,6 @@ namespace Wizard;
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public class SelectSkinCardDialog : MonoBehaviour
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{
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private const int DIALOG_DEPTH = 900;
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private const int DIALOG_SORTING_ORDER = 37;
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private const int CARD_OBJECT_DEPTH = 20;
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private const float CARD_OBJECT_SCALE = 0.36f;
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private const float CARD_OBJECT_COLLIDER_SCALE = 0.9f;
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[SerializeField]
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private SimpleScrollViewUI _cardListScrollView;
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@@ -62,8 +53,6 @@ public class SelectSkinCardDialog : MonoBehaviour
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private Action<int, bool> _onClickAcquireButton;
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private const int TAB_POS_Y_BY_ACQUIRE_SKIN_CARD_PACK = -255;
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public static void Create(Dictionary<CardBasePrm.ClanType, List<SelectSkinCardInfo>> selectSkinCardListInClassDic, Action<Dictionary<int, bool>> onClickOk, bool isDefaultExclude, bool isAcquireSkinCardPack, Action<int, bool> onClickAcquireButton)
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{
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DialogBase dialog = UIManager.GetInstance().CreateDialogClose();
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@@ -89,7 +78,7 @@ public class SelectSkinCardDialog : MonoBehaviour
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InitializeSelectSkinCardState(isDefaultExclude);
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_btnExclude.onClick.Add(new EventDelegate(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
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ExcludeSkinCardAlreadyHave();
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}));
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}
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@@ -139,18 +128,6 @@ public class SelectSkinCardDialog : MonoBehaviour
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_atlasProfile = Toolbox.ResourcesManager.LoadObject<GameObject>(profileAtlasName).GetComponent<UIAtlas>();
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}
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private void UnloadResources()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResourceList);
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_loadedResourceList.Clear();
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}
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private void OnDestroy()
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{
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UnloadResources();
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UnloadCardObject();
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}
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private void InitCardDetail()
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{
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_cardDetail = DialogCreator.CreateCardDetailDialog(_cardDetailRoot, "Detail");
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@@ -171,7 +148,7 @@ public class SelectSkinCardDialog : MonoBehaviour
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int num = _cardDetailIndex + ((!(x > 0f)) ? 1 : (-1));
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if (num >= 0 && _cardObjectList.Count > num)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
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_cardDetail.CloseDefault(playSe: false);
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_cardDetail.ShowCardDetail(_cardObjectList[num].CardObj);
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_cardDetailIndex = num;
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