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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@@ -10,117 +10,4 @@ using Wizard.ErrorDialog;
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using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
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namespace Wizard.RoomMatch
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{
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public partial class PlayerControllerForWatching
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{
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public partial struct TwoPickChoice { }
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public enum SEND_PARAMETER
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{
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InitWatch,
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Watch,
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GetDeck,
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users,
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wSeq,
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pRSeq
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}
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public enum STATE
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{
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INIT = -1,
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PREPARATION = 200,
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READY = 201,
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LOAD = 202,
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LOADEND = 310,
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BATTLE = 400,
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MAX = 400
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}
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private const float WATCH_INTERVAL = 2f;
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private const float ADMIN_WATCH_INTERVAL = 0.2f;
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private const int LOADING_TIMER = 30;
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protected const int ROOM_TIME_OUT = 30;
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private const float INIT_WATCH_TIME_OUT_MILLI_SECOND = 15f;
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public const string MULTI_DECK_KEY_REMATCH = "MultiDeckRematch";
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private bool _isBattleWatchStart;
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private bool isExistBattle;
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private bool isEmitEnterRoom;
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private NetworkWatchBattleMgr _networkBattleMgr;
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private WatchDataHandler _watchDataHandler;
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private Coroutine _coroutineBeforeBattle;
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private float _constWaitTime;
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private Coroutine _timeOutCoroutine;
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private Coroutine _timeOutResultCoroutine;
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private int _currentState;
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private float _roomTimeOutCounter;
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protected bool _isTimeOutSelf;
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private float _watchEmitInterval;
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private bool _receivedBattleInfo;
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private bool resetSeq;
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public TwoPickWatchData TwoPickData;
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public bool isRoomEmitWait;
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private int _leaveCountOwner;
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private int _leaveCountGuest;
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private List<int> _saveTwoPickDeck;
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private List<TwoPickCardSelectBase.PICK_SIDE> _selectPickSide;
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public bool IsReceivedInitWatch { get; set; }
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public int SeqenceNo { get; set; }
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public bool IsExistBattleReceiver { get; set; }
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public PlayerControllerForWatching(Player target, RoomConnectController room) { }
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public void ResetWatchHandler() { }
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public void ResetReceiveEvent() { }
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public int GetCurrentState() => default!;
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private IEnumerator StartWatch() => default!;
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private Dictionary<string, object> CreateInitWatchData() => default!;
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public void Init(bool isRecovery) { }
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public void EnterRoomBattleServer() { }
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public void InitilizeRoomBattleServer(string roomId) { }
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public void EnterRoomServer(string roomId) { }
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private void OnSuccessWatchRoom(RoomBattleWatchTaskBase task, string roomId) { }
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public void SetupUserInfo(RoomBattleWatchTaskBase.UserInfo receiveData, Player player) { }
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private new void ConnectAPI(BaseTask task, Action callback) { }
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private void ServerError(int in_ErrorNo) { }
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public void OnGatheringError(int resultCode, UIManager.ViewScene scene) { }
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public void OnGatheringError(string title, string text, UIManager.ViewScene scene) { }
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private void ChangeViewScene(UIManager.ViewScene scene) { }
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public void OnReceived(Dictionary<string, object> received) { }
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public void ReceiveLeaveCount(Dictionary<string, object> received) { }
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public void ReceiveWaitTime(float waitTime) { }
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public void ReceiveBanDeckDecide(Dictionary<string, object> received, bool enableEventCall) { }
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public static bool IsChangeDeckList(List<DeckData> oldDeckData, List<DeckData> newDeckData) => default!;
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public void ReceiveInitWatchDeckList(Dictionary<string, object> received, bool enableEventCall) { }
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private void ReceivedWatch(Dictionary<string, object> received) { }
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public void ReceiveOpponentBeginCreateDeck() { }
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public void ReceiveTwoPickBeginCreateDeck(Dictionary<string, object> getData) { }
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public void ReceiveTwoPickSelectClass(Dictionary<string, object> getData) { }
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private void ReceivedGetDeck(Dictionary<string, object> received) { }
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private void StartTimeOut(int timer) { }
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private void StopTimeOut() { }
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private void StartResultTimeOut(int timer) { }
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private void StopResultTimeOut() { }
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private IEnumerator StartTimeOutCorutine(int timer) => default!;
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private void ShowErrorDialog() { }
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private void ReturnScene() { }
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private void ChangeScene() { }
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private IEnumerator BattleEndCoroutin(Action callback) => default!;
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private IEnumerator WaitTillBattleCreate() => default!;
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private int DecideFirstUser(int id) => default!;
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private bool isOwner(int id) => default!;
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private void ParseWatchData(Dictionary<string, object> received, out int state) { state = default!; }
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private void ParseLeaveCount(Dictionary<string, object> received, int state, bool anyEntry) { }
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public TwoPickCardSelectBase.PICK_SIDE GetTwoPickSelectSide(int pickTurn) => default!;
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private void ParseTwoPickSelectCard(Dictionary<string, object> getData) { }
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private void Receive2PickSelectCardInfo(Dictionary<string, object> deckInfo) { }
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public void Receive2PickSelectCardSet(Dictionary<string, object> getData) { }
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public void Receive2PickDeckInfo(Dictionary<string, object> deckInfo) { }
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public void ReceiveDraftDeckCreate(Dictionary<string, object> draftDeck) { }
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private void Convert2PickDeckData(Dictionary<string, object> draftDeck, out List<int> classId, out List<int> skinId, out List<int>[] tempCardIdList) { classId = default!; skinId = default!; tempCardIdList = default!; }
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protected void TwoPickCandidateCardSet(Dictionary<string, object> inGetData) { }
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public void TwoPickReset() { }
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public void ReceiveTwoPickSelectedCardNumber(Dictionary<string, object> getData) { }
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public void ReceiveRoomNotify(Dictionary<string, object> getData) { }
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public void ReceiveChatStamp(Dictionary<string, object> getData) { }
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protected void TwoPickDeckReset() { }
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public void ReceiveDeckEntry(Dictionary<string, object> getData) { }
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public void ReceiveRematch() { }
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public void CreateRoomServer(RoomConnectController room) { }
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public void EmitGetDeck(int viewerId) { }
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public void OnLeaveGuest() { }
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}
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}
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