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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@@ -25,20 +25,6 @@ public class UISpriteAtlasOverwriter : MonoBehaviour
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private readonly bool _includeChildren;
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public UISprite[] Sprites
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{
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get
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{
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if (!_includeChildren)
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{
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return new UISprite[1] { _rootObject.GetComponent<UISprite>() };
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}
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return _rootObject.GetComponentsInChildren<UISprite>(includeInactive: true);
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}
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}
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public bool IsRootObjectDestoryed => _rootObject == null;
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public TargetObject(GameObject rootObject, bool includeChildren)
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{
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_rootObject = rootObject;
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@@ -54,16 +40,6 @@ public class UISpriteAtlasOverwriter : MonoBehaviour
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private readonly List<SpriteAtlasPair> _originalSpriteAtlasPairs = new List<SpriteAtlasPair>();
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private void OnDisable()
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{
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UndoParameters();
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}
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private void LateUpdate()
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{
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OverwriteAtlas();
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}
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public void Init(UIAtlas atlas, TargetObject[] targetObjects)
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{
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UndoParameters();
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@@ -91,76 +67,4 @@ public class UISpriteAtlasOverwriter : MonoBehaviour
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}
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_originalSpriteAtlasPairs.Clear();
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}
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private void OverwriteAtlas()
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{
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if (!(_atlas == null) && _targetObjects != null)
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{
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TargetObject[] targetObjects = _targetObjects;
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foreach (TargetObject targetObject in targetObjects)
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{
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OverwriteAtlas(targetObject);
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}
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}
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}
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private void OverwriteAtlas(TargetObject targetObject)
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{
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UISprite[] sprites = targetObject.Sprites;
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foreach (UISprite uISprite in sprites)
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{
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if (!IsExceptionSprite(uISprite))
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{
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OverwriteAtlas(uISprite);
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}
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}
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}
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private bool IsExceptionSprite(UISprite sprite)
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{
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if (_exceptionObjects == null)
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{
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return false;
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}
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if (_exceptionObjects.Count() == 0)
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{
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_exceptionObjects = null;
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return false;
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}
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try
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{
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TargetObject[] array = _exceptionObjects.ToArray();
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foreach (TargetObject targetObject in array)
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{
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if (targetObject.IsRootObjectDestoryed)
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{
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_exceptionObjects.Remove(targetObject);
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continue;
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}
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UISprite[] sprites = targetObject.Sprites;
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for (int j = 0; j < sprites.Length; j++)
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{
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if (sprites[j] == sprite)
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{
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return true;
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}
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}
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}
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}
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catch
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{
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return false;
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}
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return false;
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}
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private void OverwriteAtlas(UISprite targetSprite)
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{
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if (!(targetSprite.atlas == _atlas) && _atlas.spriteList.Any((UISpriteData s) => s.name == targetSprite.spriteName))
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{
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_originalSpriteAtlasPairs.Add(new SpriteAtlasPair(targetSprite));
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targetSprite.atlas = _atlas;
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targetSprite.CreatePanel();
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}
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}
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}
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