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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@@ -10,122 +10,4 @@ using Wizard.BattleMgr;
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using Wizard.Story;
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namespace Wizard.Battle.Tutorial
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{
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public partial class TutorialBattleMgrBase
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{
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public partial class CustomQueue<T> { }
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public partial class TutorialConstants { }
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protected Queue<TutorialSingleTurnActions> playerActions;
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protected TutorialSingleTurnActions currentTurnActions;
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protected TutorialAction currentAction;
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protected int TutorialPopupCount;
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protected int TutorialImageCount;
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protected List<string> TutorialDownloadPath;
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protected UIButton TutoSkipBtn;
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protected List<Effect> TutoEffectList;
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protected ResourcesManager ResourceMgr;
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public bool wasTutorialMissionFailed;
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private const int REGULAR_TUTORIALS_COUNT = 3;
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private readonly Vector3 tapEffectOffsetFromTurnEndButton;
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private readonly Vector3 tapEffectOffsetFromMulliganSubmitButton;
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private readonly int tapEffectUILayer;
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private readonly int tapEffectBattleLayer;
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private int currentActionNumber;
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private GameObject _dragAndDropObject;
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private UIAnchor _dragAndDropAnchor;
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private UILabel _dragAndDropLabel;
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private DialogBase _dialog;
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private readonly Vector2 _dragAndDropAnchorRelativeOffsetInPlay;
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private readonly Vector2 _dragAndDropAnchorRelativeOffsetMulligan;
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private readonly Color _dragTextTopGradientColor;
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private readonly Color _dragTextBottomGradientColor;
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private readonly Color _dropTextTopGradientColor;
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private readonly Color _dropTextBottomGradientColor;
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protected bool IsStoryTutorial { get; set; }
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protected bool DisableCustomMouse { get; set; }
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public Action OnEnterMulliganAbandonZone { get; set; }
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public Action OnExitMulliganAbandonZone { get; set; }
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public Func<VfxBase> OnMulliganDragSuccess { get; set; }
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public bool IsBattleEnd { get; set; }
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public bool IsUseTutorialSkip { get; set; }
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public int TutorialNumber { get; set; }
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protected int PlayerCharaID { get; set; }
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protected int EnemyCharaID { get; set; }
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protected int EnemyClassID { get; set; }
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public int GetMaxDeckCount(bool isSelf) => default!;
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public TutorialBattleMgrBase(IBattleMgrContentsCreator contentsCreator) : base(contentsCreator) { }
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protected virtual TouchControl CreateTouchControl() => default!;
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public IInnerOptionsBuilder CreateEnemyInnerOptionsBuilder() => default!;
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public void StartOpening(int FirstAttack) { }
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public void SetBattleMenuBtnVisibility() { }
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protected void ShowMenuButton() { }
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protected void SetupEvent() { }
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public void SetupBattlePlayersEvent() { }
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protected void AddTutorialEffectToList(Effect effect) { }
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protected void DisableAllTutorialEffects() { }
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public void FinishBattle() { }
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public void DisposeBattleGameObj() { }
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private void LoadTutorialResources(Action callback) { }
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private void StopTutorial() { }
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protected void DisableSkipAndCloseCurrentDialog() { }
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private void CloseCurrentDialog() { }
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public void SetupCardEvent(BattleCardBase card) { }
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protected void SetupInstantEndTurnConditions() { }
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public void SetupEnemyAI() { }
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public virtual bool IsActionTypeExecutable(TutorialAction.ActionType actionTypeToCompare) => default!;
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public virtual bool IsCardSelectableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
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protected virtual bool IsCardTargetableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
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protected void DisplayTutorialPopup(float timeBeforePopupIsDisplayed, Action onCloseAction = null) { }
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protected VfxBase CreateTutorialPopupVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected VfxBase CreateTutorialPopupVfx(float timeBeforePopupIsDisplayed, Action onCloseAction = null) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected void DisplayTutorialRewardsPopup(float timeBeforePopupIsDisplayed) { }
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protected VfxBase CreateTutorialRewardsPopupVfx(float timeBeforePopupIsDisplayed) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected void SetupStoryAfterWinPopupAction(TutorialAction tutorialAction) { }
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private void OnRequestTutorialFinish() { }
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protected DialogBase CreateTutorialDialog(Action onCloseAction) => default!;
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protected void DisplayNiceAnimation(Vector3 spawnPosition) { }
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private Vector3 ConvertBattleCameraToUICameraCoordinates(Vector3 worldPosition) => default!;
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protected void SetUpWaitAction(TutorialAction TutorialAction) { }
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protected VfxBase WaitActionVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected void SetUpArrowAnimationEvents(TutorialAction tutorialAction, bool setupHandCardEvents = false, EffectMgr.EffectType arrowType = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
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protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, float rotationAroundZ = 0f, bool playAfterCurrentAnimationEnds = false) { }
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protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, bool isFingerOverUI = false) { }
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protected void SetupFingerAnimationEventsSetLayer(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, int layer) { }
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protected void SetupFingerReleaseAnimationEvents(TutorialAction tutorialAction, bool useTargetCard1) { }
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protected void ShowArrowAnimation(GameObject fromObject, GameObject toObject = null, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
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protected void HideArrowAnimation(GameObject targetObject, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
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protected void ShowFingerAnimation(Vector3 spawnPosition, float rotationAroundZ) { }
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protected Effect ShowFingerAnimation(GameObject objectToFollow) => default!;
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protected void ShowFingerAnimationOnTurnEndButton() { }
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protected void HideFingerAnimation() { }
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protected Effect HideFingerAnimation(GameObject objectBeingFollowed) => default!;
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protected void ShowFingerReleaseAnimation(Vector3 spawnPosition) { }
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protected void ShowFingerReleaseAnimation(GameObject objectToFollow) { }
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protected void HideFingerReleaseAnimation() { }
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protected void HideFingerReleaseAnimation(GameObject objectBeingFollowed) { }
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private void ShowDragText(Vector2 relativeOffsetFromAnchor) { }
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private void ShowDropText(Vector2 relativeOffsetFromAnchor) { }
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private void HideDragAndDropText() { }
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private void ShowDragAndDropText(Vector2 relativeOffsetFromAnchor, string textID, Color topGradient, Color bottomGradient) { }
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protected void SetupSpellSelectEvents(TutorialAction tutorialAction) { }
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protected void SetupEvolveFromDetailPanelEventChain(CustomQueue<TutorialAction> turnActions, int cardID) { }
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protected void SetupEvolveDragArrowEvents(TutorialAction tutorialAction) { }
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protected void SetupMulliganDragArrowEvents(TutorialAction tutorialAction) { }
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protected void SetupMulliganSubmitEvents(TutorialAction tutorialAction) { }
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protected VfxBase ExecuteTutorialAction(TutorialAction.ActionType actionType) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected virtual void ReportSuccessfulActionToServer() { }
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public static void ReportSuccessfulActionToServer(int tutorialStep, int actionNumber) { }
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public virtual void SetupNextTurnActions() { }
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protected virtual VfxBase GetNextTutorialAction() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected virtual void SetupTutorialActionEvents() { }
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protected virtual void SetupTutorialInstantEndTurnConditions(Action baseFunctionCall) { }
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public VfxBase SetupInitialHandVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private BattleCardBase CreateInitialHandCard(int cardID, BattlePlayerBase battlePlayerBase) => default!;
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protected virtual List<int> CreateInitialPlayerHand() => default!;
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protected virtual List<int> CreateInitialEnemyHand() => default!;
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protected List<int> CreatePlayerDeck() => default!;
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protected List<int> CreateEnemyDeck() => default!;
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protected virtual Queue<TutorialSingleTurnActions> CreatePlayerActions() => default!;
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protected virtual Queue<TutorialSingleTurnActions> CreateEnemyActions() => default!;
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protected virtual void InitializeDeck() { }
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}
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}
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