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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@@ -6,64 +6,25 @@ using System;
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namespace UnityEngine
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{
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public enum CursorLockMode { None, Locked, Confined }
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public static class Gizmos
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{
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public static Color color { get; set; }
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public static void DrawLine(Vector3 from, Vector3 to) { }
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}
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public static class Physics2D
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{
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public static RaycastHit2D GetRayIntersection(Ray ray, float distance = Mathf.Infinity) => default;
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public static RaycastHit2D GetRayIntersection(Ray ray, float distance, int layerMask) => default;
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public static Collider2D OverlapPoint(Vector2 point, int layerMask) => null;
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public static Collider2D[] OverlapPointAll(Vector2 point, int layerMask) => Array.Empty<Collider2D>();
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}
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public static class Caching
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{
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public static bool ready => true;
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public static bool ClearCache() => true;
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}
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public enum CursorLockMode { None}
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public static class GUIUtility { public static string systemCopyBuffer { get; set; } }
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public static class Cursor
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{
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public static CursorLockMode lockState { get; set; }
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public static bool visible { get; set; }
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}
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public static class ColorUtility
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{
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public static bool TryParseHtmlString(string htmlString, out Color color) { color = default; return false; }
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}
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public static class ScreenCapture { public static void CaptureScreenshot(string filename) { } }
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public static class RenderSettings { public static bool fog { get; set; } }
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public static class JsonUtility
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{
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public static T FromJson<T>(string json) => default!;
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public static object FromJson(string json, Type type) => null;
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public static string ToJson(object obj) => "";
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public static string ToJson(object obj, bool prettyPrint) => "";
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public static void FromJsonOverwrite(string json, object objectToOverwrite) { }
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}
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public static class Social
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{
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public static UnityEngine.SocialPlatforms.ILocalUser localUser => null;
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public static void ReportProgress(string achievementID, double progress, Action<bool> callback) { }
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public static void LoadAchievements(Action<UnityEngine.SocialPlatforms.IAchievement[]> callback) { }
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public static void LoadAchievementDescriptions(Action<UnityEngine.SocialPlatforms.IAchievementDescription[]> callback) { }
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public static void ShowAchievementsUI() { }
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}
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public static class PlayerPrefs
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{
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public static void DeleteAll() { }
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public static void DeleteKey(string key) { }
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public static bool HasKey(string key) => false;
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public static void Save() { }
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public static float GetFloat(string key, float defaultValue = 0f) => defaultValue;
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public static int GetInt(string key, int defaultValue = 0) => defaultValue;
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public static string GetString(string key, string defaultValue = "") => defaultValue;
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public static void SetFloat(string key, float value) { }
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public static void SetInt(string key, int value) { }
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public static void SetString(string key, string value) { }
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}
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@@ -71,8 +32,6 @@ namespace UnityEngine
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public static class Physics
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{
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public static Vector3 gravity { get; set; }
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public static bool Raycast(Ray ray, out RaycastHit hit, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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{ hit = default; return false; }
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public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hit, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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{ hit = default; return false; }
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public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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@@ -81,35 +40,17 @@ namespace UnityEngine
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=> Array.Empty<RaycastHit>();
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}
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public static class GUI
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{
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public static Color color { get; set; }
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public static void Label(Rect position, string text) { }
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}
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public static class SystemInfo
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{
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public static string deviceModel => "";
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public static string deviceName => "";
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public static string deviceUniqueIdentifier => "";
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public static string operatingSystem => "";
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public static string graphicsDeviceName => "";
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public static string graphicsDeviceVersion => "";
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public static int graphicsShaderLevel => 0;
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public static int graphicsMemorySize => 0;
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public static int systemMemorySize => 0;
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public static int processorCount => 1;
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public static string processorType => "";
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public static bool SupportsRenderTextureFormat(RenderTextureFormat format) => true;
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public static bool SupportsTextureFormat(TextureFormat format) => true;
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public static bool IsFormatSupported(Experimental.Rendering.GraphicsFormat format, Experimental.Rendering.FormatUsage usage) => true;
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}
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public static class Graphics
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{
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public static void Blit(Texture source, RenderTexture dest) { }
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public static void Blit(Texture source, RenderTexture dest, Material mat) { }
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public static void Blit(Texture source, RenderTexture dest, Material mat, int pass) { }
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}
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public static class QualitySettings
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@@ -123,33 +64,13 @@ namespace UnityEngine
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public static string ExtractStackTrace() => "";
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}
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public enum ColorSpace { Uninitialized = -1, Gamma = 0, Linear = 1 }
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public enum RenderTextureReadWrite { Default, Linear, sRGB }
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public enum ColorSpace { Linear = 1 }
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public enum TextureFormat
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{
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Alpha8, ARGB4444, RGB24, RGBA32, ARGB32, RGB565, R16, DXT1, DXT5,
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RGBA4444, BGRA32, RHalf, RGHalf, RGBAHalf, RFloat, RGFloat, RGBAFloat,
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ARGB64, ASTC_6x6, ETC2_RGB, ETC2_RGBA8, ETC_RGB4, PVRTC_RGB4
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}
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[Flags]
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public enum EventModifiers
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{
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None = 0, Shift = 1, Control = 2, Alt = 4, Command = 8,
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Numeric = 16, CapsLock = 32, FunctionKey = 64
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}
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ARGB32, ASTC_6x6, ETC2_RGB, ETC2_RGBA8 }
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}
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namespace UnityEngine.Experimental.Rendering
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{
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public enum GraphicsFormat { None, R8G8B8A8_UNorm, R16G16B16A16_SFloat, R32G32B32A32_SFloat, D32_SFloat }
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[Flags]
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public enum FormatUsage { Sample = 1, Linear = 2, Sparse = 4, Render = 8, Blend = 16, MSAA2x = 32 }
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public static class GraphicsFormatUtility
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{
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public static GraphicsFormat GetGraphicsFormat(RenderTextureFormat format, RenderTextureReadWrite readWrite) => GraphicsFormat.None;
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public static GraphicsFormat GetGraphicsFormat(TextureFormat format, bool isSRGB) => GraphicsFormat.None;
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}
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}
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