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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@@ -9,74 +9,9 @@ public partial class RoomRuleSelectDialog
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{
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public enum eRoomBaseRule
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{
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NORMAL,
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TWO_PICK,
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MAX
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}
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public const string ROOM_PREFAB_PATH_BASE_RULE = "UI/layoutParts/RoomRuleSelectWindow";
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private GameObject _roomDialogPrefab;
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private UIGrid _gridRuleCategory;
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private GameObject _baseRuleRoot;
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private UIButton _baseRuluChangeButton;
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private UILabel _baseRuluLabel;
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private UIButton _twoPickRuleChangeButton;
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private UIButton _normalRuleChangeButton;
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private GameObject _twoPickRoot;
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private GameObject _normalRuleRoot;
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private UILabel _normalRuleLabel;
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private UILabel _twoPickLabel;
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private GameObject _formatRoot;
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private UILabel _formatLabel;
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private UIButton _formatChangeButton;
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private UIToggle _friendWatchToggle;
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private UIToggle _guildWatchToggle;
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private RoomRuleSetting _setting;
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private static RoomRuleSetting _settingSave;
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private static RoomRuleSetting _settingTemp;
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private static GameObject _roomDialogPrefabSave;
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private bool _is2pick;
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private static bool _isSelectBaseRule;
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private DialogBase _dialogSelf;
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private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataNormal;
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private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataTwoPick;
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private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataTwoPickCube;
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private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataTwoPickChaos;
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private static readonly Dictionary<Format, NetworkDefine.MAINTENANCE_TYPE> FormatMaintenanceDataList;
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private static readonly Dictionary<TwoPickFormat, NetworkDefine.MAINTENANCE_TYPE> TwoPickFormatMaintenanceDataList;
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private static List<RoomConnectController.BattleRule> GetRuleListTwoPick(TwoPickFormat twoPickFormat) => default!;
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private static List<RoomConnectController.BattleRule> GetRuleListNormal(Format format) => default!;
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private List<RoomConnectController.BattleRule> GetCurrentRuleData() => default!;
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private static bool IsEnableFormat(Format format) => default!;
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public static DialogBase Create(RoomRuleSetting ruleSetting, out RoomRuleSelectDialog roomDialog, bool isTwoPick, bool isSelectBaseRule = false) { roomDialog = default!; return default!; }
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public void Initialize(RoomRuleSetting setting, DialogBase dialog, bool isTwoPick, bool isSelectBaseRule) { }
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private void CheckDefaultSetting() { }
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private bool IsMaintenanceBattleRule(RoomConnectController.BattleRule rule) => default!;
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private bool IsMaintenanceFormat(Format format) => default!;
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private bool IsMaintenanceTwoPickFormat(TwoPickFormat format) => default!;
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private bool IsOnlyOneWinType() => default!;
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private void RefreshSetting() { }
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private void Start() { }
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private void Set2PickMode() { }
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private void OnClickFriendWatchButton() { }
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private void OnClickGuildWatchButton() { }
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private void OnChangeNormalRuleButton() { }
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private void CreateTwoPickFormatDrumUI(string title, Action<int> onSelected, Action onDecide, Action onCancel, TwoPickFormat[] formatList, Func<TwoPickFormat, string> onDisplay) { }
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private void CreateDrumUI(string title, Action<int> onSelected, Action onDecide, Action onCancel, RoomConnectController.BattleRule[] ruleData, Func<RoomConnectController.BattleRule, string> onDisplay) { }
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private void CreateFormatDrumUI(Action<Format> onDecide, Action onCancel) { }
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private void SetDrumUICommon(string title, DialogBase ruleChangeDrumDialog, Action decideAction, Action cancelAction) { }
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private void SaveCurrentSetting() { }
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private void OnPushBattleTypeButton() { }
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private void OnPushBaseRuluButton() { }
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public static RoomConnectController.BattleRule GetLastRule(KeyValuePair<string, int> key, RoomConnectController.BattleRule defaultRule) => default!;
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public static TwoPickFormat GetLastTwoPickFormat(KeyValuePair<string, int> key, TwoPickFormat defaultTwoPickFormatType) => default!;
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private void OnPushCreateButton() { }
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private void OnPushCancelButton() { }
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private void OnClickFormatChangeButton() { }
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private void OnRuleChangeDecideBOAny() { }
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private static void OnRuleChangeDecide2Pick() { }
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private static void OnRuleChangeDecideCommon() { }
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private static void OnRuleChangeCancel() { }
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private static void ReCreateDialog(RoomRuleSetting setting) { }
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private bool IsEnablePreRotationFormat() => default!;
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}
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}
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