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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@@ -6,9 +6,6 @@ using Wizard;
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public class CardMake : MonoBehaviour
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{
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public const int CAN_CREATE_MAX = 3;
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public const string FORMAT_CARD_CRAFT_PARAM = "{0},{1}";
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private IDictionary<string, string> DestructDict;
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@@ -34,7 +31,7 @@ public class CardMake : MonoBehaviour
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{
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DestructDict.Clear();
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}
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int possessionCardNum = GameMgr.GetIns().GetDataMgr().GetPossessionCardNum(cardId, isIncludingSpotCard: false);
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int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
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DestructDict = new Dictionary<string, string>();
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DestructDict.Add(cardId.ToString(), "1," + possessionCardNum);
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DestructCard();
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@@ -42,9 +39,10 @@ public class CardMake : MonoBehaviour
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private void DestructCard()
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{
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CardDestructTask cardDestructTask = GameMgr.GetIns().GetCardDestructTask();
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cardDestructTask.SetParameter(DestructDict);
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StartCoroutine(Toolbox.NetworkManager.Connect(cardDestructTask, OnRequestFinishDestruct, OnError, OnError));
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// Pre-Phase-5b: fired CardDestructTask via NetworkManager. Headless has no wire
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// task service; short-circuit straight to the success callback so the UI event
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// chain (OnRequestFinishDestruct → TriggerUpdateUserDeck → OnClose) still fires.
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OnRequestFinishDestruct(default(NetworkTask.ResultCode));
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}
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private void OnRequestFinishDestruct(NetworkTask.ResultCode error)
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@@ -88,16 +86,15 @@ public class CardMake : MonoBehaviour
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{
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_craftDict.Clear();
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}
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int possessionCardNum = GameMgr.GetIns().GetDataMgr().GetPossessionCardNum(cardId, isIncludingSpotCard: false);
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int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
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_craftDict.Add(cardId.ToString(), $"{1},{possessionCardNum}");
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CraftCard();
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}
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private void CraftCard()
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{
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CardCreateTask cardCreateTask = GameMgr.GetIns().GetCardCreateTask();
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cardCreateTask.SetParameter(_craftDict);
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StartCoroutine(Toolbox.NetworkManager.Connect(cardCreateTask, OnRequestFinishCraft, OnError, OnError));
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// Pre-Phase-5b: fired CardCreateTask via NetworkManager. See DestructCard.
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OnRequestFinishCraft(default(NetworkTask.ResultCode));
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}
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private void OnRequestFinishCraft(NetworkTask.ResultCode error)
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@@ -112,27 +109,6 @@ public class CardMake : MonoBehaviour
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}
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}
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public void StartDestructAll(IDictionary<string, string> destructDict, Action onFinishCallBack = null)
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{
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_onFinishCardDestruct = onFinishCallBack;
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DestructDict = destructDict;
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if (DestructDict.Count > 0)
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{
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DestructCard();
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}
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}
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public void StartDestructAll(IDictionary<int, int> destructDict, Action callback = null)
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{
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Dictionary<string, string> dictionary = new Dictionary<string, string>();
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foreach (KeyValuePair<int, int> item in destructDict)
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{
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string value = CreateRequestParam(item.Key, item.Value);
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dictionary.Add(item.Key.ToString(), value);
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}
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StartDestructAll(dictionary, callback);
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}
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public void StartCraftAll(IDictionary<int, int> craftDict)
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{
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if (_craftDict == null)
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@@ -159,7 +135,7 @@ public class CardMake : MonoBehaviour
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private string CreateRequestParam(int cardId, int num)
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{
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int possessionCardNum = GameMgr.GetIns().GetDataMgr().GetPossessionCardNum(cardId, isIncludingSpotCard: false);
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int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
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return $"{num},{possessionCardNum}";
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}
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