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>
This commit is contained in:
@@ -95,19 +95,6 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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m_parentCloneCard.gameObject.layer = LayerMask.NameToLayer("Detail");
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}
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private void Start()
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{
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if (m_scene == null)
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{
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MonoBehaviour.print("シーンがセットされていません");
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}
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_colliderSelectionArea.gameObject.SetActive(value: false);
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_colliderPagingArea.gameObject.SetActive(value: false);
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m_darkMask_Insert.gameObject.SetActive(value: false);
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m_darkMask_Grab.gameObject.SetActive(value: false);
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_sameCardAddCollider.gameObject.SetActive(value: false);
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}
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public override bool onCloseRequest(MecanimStateBase next, bool isSkip)
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{
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if (!(next == _stateEdit))
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@@ -134,7 +121,7 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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m_removeInfo.SetActive(value: true);
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break;
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}
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DRAG_CARD);
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}
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public override void onFinishCloseAnim()
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@@ -276,14 +263,14 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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}
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base.CloseStateName = m_closeStateName_Insert;
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_isFlashWhenInsert = true;
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DECK_CARD_MOVE_IN);
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}
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else
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{
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m_parentClone_Insert.gameObject.SetActive(value: false);
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base.CloseStateName = m_closeStateName_Insert;
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_isFlashWhenInsert = false;
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DECK_CARD_MOVE_IN);
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}
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}
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@@ -305,7 +292,7 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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m_parentClone_Grab.alpha = 0f;
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base.CloseStateName = "";
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m_darkMask_Grab.gameObject.SetActive(value: false);
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DECK_CARD_MOVE_OUT);
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break;
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}
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break;
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@@ -322,7 +309,7 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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m_parentClone_Grab.alpha = 0f;
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base.CloseStateName = "";
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m_darkMask_Grab.gameObject.SetActive(value: false);
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DECK_CARD_MOVE_OUT);
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break;
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case Area.OutSelectionArea:
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{
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@@ -343,7 +330,7 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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_stateEdit.RefreshSelectionArea(isImmediate: false);
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_stateEdit.RefreshPage(isImmediate: true);
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base.CloseStateName = m_closeStateName_Remove;
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DECK_OUT);
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break;
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}
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}
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@@ -375,7 +362,7 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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}
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if (_lastDragArea != Area.NoSelectionArea)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_DECK_IN);
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}
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}
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}
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@@ -407,7 +394,7 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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{
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return null;
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}
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bool flag = !IsDraggableMaintenance && GameMgr.GetIns().GetDataMgr().IsMaintenanceCard(grabCard.CardId);
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bool flag = false; // Pre-Phase-5b: no maintenance list headless
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if (grabCard.IsVisibleSleeve || flag)
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{
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return null;
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@@ -579,51 +566,4 @@ public class CardSelectListUI_State_CardDrag : MecanimStateBase
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{
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DestroyDragCard();
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}
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public void DragEmulate(CardObject original, CardObject target)
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{
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CloneToGrab(original);
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StartCoroutine(MoveToTarget(m_parentClone_Grab.transform, target.CardObj.transform));
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}
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public void DropDown(CardObject original)
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{
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CloneToGrab(original);
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Vector3 point = m_parentClone_Grab.transform.position + Vector3.down * 0.5f;
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StartCoroutine(MoveToPoint(m_parentClone_Grab.transform, point));
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TweenAlpha.Begin(m_parentClone_Grab.gameObject, 0.15f, 0f);
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}
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private void CloneToGrab(CardObject original)
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{
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Vector3 position = original.CardObj.transform.position;
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DestroyDragCard();
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CreateDragCard(original);
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m_parentClone_Grab.transform.position = position;
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m_parentClone_Grab.transform.localScale = Vector3.one;
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m_parentClone_Grab.alpha = 1f;
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m_darkMask_Grab.gameObject.SetActive(value: false);
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m_darkMask_Insert.gameObject.SetActive(value: false);
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m_parentClone_Insert.gameObject.SetActive(value: false);
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}
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private IEnumerator MoveToTarget(Transform obj, Transform target)
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{
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for (float num = Vector3.Distance(target.position, obj.position); num >= 0.05f; num = Vector3.Distance(target.position, obj.position))
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{
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obj.position += (target.position - obj.position) * 0.4f;
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yield return null;
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}
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DestroyDragCard();
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}
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private IEnumerator MoveToPoint(Transform obj, Vector3 point)
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{
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for (float num = Vector3.Distance(point, obj.position); num >= 0.05f; num = Vector3.Distance(point, obj.position))
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{
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obj.position += (point - obj.position) * 0.4f;
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yield return null;
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}
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DestroyDragCard();
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}
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}
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