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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@@ -7,98 +7,6 @@ namespace Wizard.Battle.View
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{
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public partial class NullBattlePlayerView
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{
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public ITurnEndButtonUI TurnEndButtonUI { get; set; }
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public GameObject EpIcon { get; set; }
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public bool IsSelecting { get; set; }
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public HandViewBase HandView { get; set; }
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public HandControl HandControl { get; set; }
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public BattleCardBase SelectSkillActCard { get; set; }
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public GameObject TurnEndBtn { get; set; }
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public BattleCardBase m_CurrentTarget { get; set; }
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public PlayQueueViewBase PlayQueueView { get; set; }
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public AttackSelectControl AttackSelectControl { get; set; }
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public InPlayViewBase InPlayView { get; set; }
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public GameObject StatusParentPanel { get; set; }
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public GameObject AnchorL { get; set; }
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public GameObject CommonPanel { get; set; }
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public GameObject EpPanel { get; set; }
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public UIGrid HandDeck { get; set; }
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public UIGrid SetDeck { get; set; }
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public GameObject CemeteryParent { get; set; }
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public GameObject BanishParent { get; set; }
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public bool IsNowTurnEnd { get; set; }
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public Action<bool> OnCancelSkillTargetSelect { get; set; }
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public Action<bool> OnCancelPlayCard { get; set; }
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public Action OnSelect { get; set; }
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public Transform ChoiceBraveButtonTransform { get; set; }
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public bool IsShowCantChoiceBraveText { get; set; }
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public NullBattlePlayerView() { }
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public VfxBase Recovery(bool doseFirst, bool isFocusHand) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryTurnStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public IList<BattleCardBase> GetSelectCardList() => default!;
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public void ForceStopShowSelect() { }
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public void AllClear(bool popUpClose = false, bool isRemoveSideLog = true, bool isStopDrag = true, bool isResetDetail = true) { }
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public bool IsTouchable() => default!;
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public void LockOnEffectOff() { }
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public void ShowCommonPanel() { }
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public void DragArrowStop(BattleManagerBase battleMgr) { }
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public VfxBase HandUnfocus() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase HandFocus() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public bool ShowAlertMessageTouchCard(ref BattleCardBase hitCard, ref BattleManagerBase battleMgr) => default!;
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public void DisableSettingFlag() { }
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public void HideAlertDialogue() { }
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public void HideAlertDialogue(PanelMgr.BattleAlertType alertType) { }
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public bool IsShowingAlert() => default!;
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public void ClearPlayQueue() { }
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public void ShowAlert(PanelMgr.BattleAlertType AlertType, bool isClass, string text = null) { }
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public VfxBase RearrangeHand() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void StopShowSelect(BattleCardBase actCard, bool isAct, bool isTransformskill = false, bool isNewReplayMoveTurn = false) { }
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public void RegisterPlayCard(BattleCardBase actCard) { }
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public UIButton GetChoiceButtonFromIndex(int index) => default!;
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public GameObject GetCheckFromIndex(int index) => default!;
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public void SetTouchable(bool enable) { }
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public void HideTurnEndButton() { }
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public void SetCancelSkillChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard) { }
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public void SetCancelPlayChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard) { }
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public void SetCancelPlayCardWithChoice(BattleCardBase actCard, List<BattleCardBase> choiceCards) { }
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public void ReleaseLockOnTarget() { }
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public void ShowChoiceAlert(BattleCardBase card, bool isEvolve, int count, int max) { }
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public void StopChoiceSelectUI() { }
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public void HideCommonPanel() { }
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public void ClearSelectCardList() { }
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public void SetSelectCardList(List<BattleCardBase> list) { }
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public Vector3 GetPPLabelPosition() => default!;
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public Vector3 GetBPLabelPosition() => default!;
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public VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public SideLogControl GetSideLogControl(bool isSkillTargetSelect) => default!;
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public VfxBase SetIsNowTurnEnd(bool flg) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryInPlayCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryClassAndInPlayCardAttachSkillEffect() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryInHandCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryBattleUI() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase CreateStopAttackFloatVfx(IBattleCardView battleCardView) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase CreateStopShowSelectVfx(BattleCardBase actCard, bool isAct, bool stopChoiceSelectUiImmediately = true, bool isTransformskill = false, bool isNewReplayMoveTurn = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void ClearSelectSkillActCard() { }
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public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void CancelPlayCard(BattleCardBase actCard, bool isPlay = false, bool isNewReplayMoveTurn = false) { }
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public VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void StartShowFusionUI(BattleCardBase actCard, IEnumerable<BattleCardBase> selectableCards, int maxSelectCount, EventDelegate onClickDecision) { }
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public VfxBase RemoveFusionSelectedCardFromHand(List<BattleCardBase> selectedCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void StopFusionUI() { }
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public void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer) { }
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public VfxBase RecoveryMulligan() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void SelectedFusionIngredientCard(int index, bool isActive, int maxSelectCount) { }
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public void UpdateFusionUi(bool isTouchableDecisionButton) { }
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public void SetNotCancelCollider(List<BattleCardBase> cards, bool isEnable) { }
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public void ShowChoiceSelectUI(BattleCardBase actCard, IList<BattleCardBase> choiceCards, SkillBase skill, bool isEvolve, bool isChoiceBrave) { }
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public VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void ShowChoiceBraveButton(bool isNewReplay) { }
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public void UpdateChoiceBraveActivatingEffect(bool isActivating) { }
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public void HideChoiceBraveButton() { }
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public void UpdateChoiceBraveButtonPulsateEffectAndSprite() { }
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public void HideChoiceBraveButtonPulsateEffect() { }
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public VfxBase SetBp(int num) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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}
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}
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