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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@@ -8,7 +8,6 @@ namespace Wizard;
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public static class UIUtil
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{
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private const int TEMP_STRING_BUILDER_CAPACITY = 1024;
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public static StringBuilder _tempStringBuilder = new StringBuilder(1024);
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@@ -18,13 +17,6 @@ public static class UIUtil
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return _tempStringBuilder;
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}
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public static void SetPositionX(Transform targetTransform, float x)
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{
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Vector2 vector = targetTransform.localPosition;
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vector.x = x;
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targetTransform.localPosition = vector;
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}
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public static void SetPositionY(Transform targetTransform, float y)
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{
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Vector2 vector = targetTransform.localPosition;
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@@ -46,35 +38,6 @@ public static class UIUtil
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targetTransform.localPosition = localPosition;
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}
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public static string GetBattleTypeName(NetworkDefine.ServerBattleType battleType)
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{
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switch (battleType)
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{
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case NetworkDefine.ServerBattleType.Free:
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return Data.SystemText.Get("Battle_0001");
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case NetworkDefine.ServerBattleType.Rank:
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return Data.SystemText.Get("Battle_0002");
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case NetworkDefine.ServerBattleType.OpenRoom:
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case NetworkDefine.ServerBattleType.RoomTwoPick:
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case NetworkDefine.ServerBattleType.Gathering:
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case NetworkDefine.ServerBattleType.OfflineEvent:
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return Data.SystemText.Get("Battle_0003");
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case NetworkDefine.ServerBattleType.TwoPick:
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return Data.SystemText.Get("Battle_0004");
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case NetworkDefine.ServerBattleType.Colosseum:
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case NetworkDefine.ServerBattleType.ColosseumTwoPick:
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return Data.SystemText.Get("Colosseum_0001");
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case NetworkDefine.ServerBattleType.Competition:
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case NetworkDefine.ServerBattleType.CompetitionTwoPick:
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return Data.SystemText.Get("Competition_0006");
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case NetworkDefine.ServerBattleType.Sealed:
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return Data.SystemText.Get("BattleName_Sealed");
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default:
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Debug.LogError($"unsupported BattleType : {battleType}({(int)battleType})");
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return string.Empty;
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}
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}
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public static string GetFormatName(Format format)
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{
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return format switch
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@@ -91,34 +54,6 @@ public static class UIUtil
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};
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}
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public static bool IsTwoPickForReplay(BattleParameter battleParameter)
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{
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if (battleParameter.IsTwoPick)
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{
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if (battleParameter.TwoPickFormat != TwoPickFormat.Cube && battleParameter.TwoPickFormat != TwoPickFormat.Chaos && battleParameter.TwoPickFormat != TwoPickFormat.BackdraftChaos)
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{
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return battleParameter.TwoPickFormat != TwoPickFormat.BackdraftCube;
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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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public static string GetFormatSmallSpriteName(Format format)
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{
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return format switch
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{
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Format.Rotation => "icon_timesliprotation_s",
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Format.Unlimited => "icon_unlimited_s",
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Format.PreRotation => "icon_prerotation_s",
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Format.Sealed => "icon_sealed_s",
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Format.Crossover => "icon_crossover_s",
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Format.MyRotation => "icon_myrotation_s",
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Format.Avatar => "icon_heroesbattle_s",
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_ => string.Empty,
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};
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}
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public static string GetShortClassName(CardBasePrm.ClanType clan)
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{
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switch (clan)
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@@ -184,11 +119,6 @@ public static class UIUtil
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return result >= 0;
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}
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public static bool IsValidViewerId(string idString)
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{
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return IsValidIdDigits(idString, 9);
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}
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public static string CreateListText(IList<string> list, string separator, string header = null, string footer = null)
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{
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StringBuilder tempStringBuilder = GetTempStringBuilder();
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@@ -235,13 +165,6 @@ public static class UIUtil
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UIManager.GetInstance().StartCoroutine(grid.RepositionNextFrame());
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}
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public static void SetCountryTexture(UITexture texture, string countryCode)
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{
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bool flag = !string.IsNullOrEmpty(countryCode);
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texture.gameObject.SetActive(flag);
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texture.mainTexture = (flag ? (Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(countryCode, ResourcesManager.AssetLoadPathType.Country_M, isfetch: true)) as Texture) : null);
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}
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public static string ExtractStringAlphabet(string str)
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{
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return Regex.Replace(str, "[^a-zA-z]", string.Empty);
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