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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@@ -17,77 +17,18 @@ public partial class ImageSelection
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public delegate bool IsNewItemDelegate();
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public enum SelectType
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{
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SINGLE,
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MULTI
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}
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private GameObject _partsBaseUI;
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private GameObject _partsPageGrid;
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private GameObject _partsMainItem;
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private int _loadPageNumInAdvance;
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private int _loadPageMaxNum;
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private int _mainItemMaxNumPerPage;
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private SelectType _selectType;
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private bool _isNotSelectItemToGrey;
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private ImageSelectionBaseUI _baseUI;
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private PageDisplayFrame[] _pageDisplayFrameList;
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private PageDisplayFrame _pageDisplayFrame_Main;
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private PageDisplayFrame _pageDisplayFrame_Sub;
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private Page _dummyPage;
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private List<Page> _pageList;
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private List<CategoryInfo> _categoryInfoList;
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private int _displayPageNo;
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private PageItem _selectedPageItem;
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private bool _isChangingDisplayPage;
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private bool _isInterruptChangeDisplayPage;
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private bool _isChangedPrevPageOnDrag;
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private bool _isChangedNextPageOnDrag;
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private bool _isChangedPrevPageOnPressBtn;
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private bool _isChangedNextPageOnPressBtn;
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private bool _isPressingPrevPageBtn;
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private bool _isPressingNextPageBtn;
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private float _timePressingPrevPageBtn;
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private float _timePressingNextPageBtn;
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private DialogBase _dialog;
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public bool IsDuringReset { get; set; }
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private void Awake() { }
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public void Create(int allPanelDepthAddValue = 0, DialogBase dialog = null) { }
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public List<string> GetSelectedList() => default!;
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public void SelectAll() { }
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public void SelectCancelAll() { }
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public void SetSelectAll(bool isSelect) { }
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public IEnumerator Reset() => default!;
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private void UnloadAll() { }
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public void AddItem(string key, string category, bool isSelectable, IsNewItemDelegate isNewItemMethod, string loadTexPath, string fetchTexPath, bool isDisplaySprite, string name, string[] texts, Action onDisplay, Action onClick = null, Action<GameObject> onPress = null) { }
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private void AddDummyPage() { }
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private void RemoveDummyPage() { }
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private void AddCategoryPage(CategoryInfo categoryInfo) { }
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public void Open() { }
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public void Close() { }
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public void SetDisplayPage(int pageNo) { }
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public void LoadDisplayPage() { }
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public void UnloadAllPageExceptDisplayPage() { }
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private void UnloadAllPageExceptBasePage(int basePageNo, int aroundOffset) { }
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private void ToPrevPage(bool isPlaySe = false) { }
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private void ToNextPage(bool isPlaySe = false) { }
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private IEnumerator ChangeDisplayPage(bool isAnimate, bool isToNext = false, bool isPlaySe = false) => default!;
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private void InterruptChangeDisplayPage() { }
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private void SwapPageDisplayFrame() { }
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private void OnClickPageItem(PageItem pageItem, PageDisplayFrame frame) { }
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private void OnPressPageItem(PageItem pageItem, PageDisplayFrame frame, GameObject pressItem) { }
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private void OnDragStart(GameObject g) { }
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private void OnDrag(GameObject g, Vector2 delta) { }
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private void OnPressToPrevBtn(GameObject g, bool state) { }
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private void OnPressToNextBtn(GameObject g, bool state) { }
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private void Update() { }
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public string GetSelectedItemKey() => default!;
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public int SelectItemWithKey(string key) => default!;
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public void SelectMultiItem(List<string> keyList) { }
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private PageItem FindItemWithKey(string key, out int pageNo) { pageNo = default!; return default!; }
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private void ChangeSelectItem(PageItem item) { }
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private void UpdateSelectMark() { }
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private void UpdateIsNewItem() { }
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private int GetNormalizedPageNo(int pageNo) => default!;
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private bool IsOnlyOnePage() => default!;
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private void OnDestroy() { }
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}
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}
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