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>
This commit is contained in:
@@ -47,8 +47,6 @@ public abstract class ClassBattleCardBase : BattleCardBase
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protected readonly ClassBuildInfo _classBuildInfo;
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private readonly ClassBattleCardViewBase _classCardView;
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protected int _baseMaxLife;
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public int BossRushStartLife;
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@@ -89,18 +87,6 @@ public abstract class ClassBattleCardBase : BattleCardBase
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}
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}
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public int CharaId
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{
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get
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{
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if (!_classBuildInfo.isPlayer)
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{
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return GameMgr.GetIns().GetDataMgr().GetEnemyCharaId();
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}
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return GameMgr.GetIns().GetDataMgr().GetPlayerCharaId();
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}
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}
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public override bool Attackable => false;
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public override bool IsClass => true;
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@@ -199,10 +185,10 @@ public abstract class ClassBattleCardBase : BattleCardBase
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DefaultDamage = new DamageInfo(skill, damage),
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FixedDamage = new DamageInfo(skill, damage2)
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};
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BattleManagerBase ins = BattleManagerBase.GetIns();
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BattleManagerBase ins = _buildInfo.BattleMgr;
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base.SkillApplyInformation.DamageLife(damageParam.Damage, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(CreateVfxWithCardPlayabilityRefresh(base.VfxCreator.CreateDamage(damageParam.Damage, base.Life, base.MaxLife, BaseMaxLife, isReflectedDamage, isSkillDamage)), parallelVfxPlayer));
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sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(CreateVfxWithCardPlayabilityRefresh(NullVfx.GetInstance()), parallelVfxPlayer));
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SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
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if (IsDead)
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{
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@@ -218,10 +204,10 @@ public abstract class ClassBattleCardBase : BattleCardBase
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public override HealResult ApplyHealing(HealParam healParam, SkillProcessor skillProcessor)
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{
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BattleManagerBase ins = BattleManagerBase.GetIns();
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BattleManagerBase ins = _buildInfo.BattleMgr;
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int num = HealLife(healParam.HealAmount, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(CreateVfxWithCardPlayabilityRefresh(base.VfxCreator.CreateHealing(num, base.Life, base.MaxLife, BaseMaxLife)));
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sequentialVfxPlayer.Register(CreateVfxWithCardPlayabilityRefresh(NullVfx.GetInstance()));
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new SkillConditionCheckerOption().HealingCardAndValue = new List<BattlePlayerBase.CardAndValue>
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{
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new BattlePlayerBase.CardAndValue(this, num)
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@@ -239,25 +225,15 @@ public abstract class ClassBattleCardBase : BattleCardBase
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return base.SelfBattlePlayer.BattleView.HandView.HandUnfocus();
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}
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private VfxBase CreatePullHandOutVfx()
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{
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if (base.IsSelfTurn)
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{
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return base.SelfBattlePlayer.BattleView.HandView.HandFocus();
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}
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return NullVfx.GetInstance();
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}
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public VfxBase DestroyBySpecialWin()
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{
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return ((ClassCardVfxCreatorBase)base.VfxCreator).CreateDestroy(base.DeathTypeInfo, base.SelfBattlePlayer);
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return NullVfx.GetInstance();
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}
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public VfxBase Retire()
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(this.OnRetire.GetAllFuncVfxResults(this, new SkillProcessor()));
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sequentialVfxPlayer.Register(((ClassCardVfxCreatorBase)base.VfxCreator).CreateRetire(base.SelfBattlePlayer));
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return sequentialVfxPlayer;
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}
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@@ -297,19 +273,19 @@ public abstract class ClassBattleCardBase : BattleCardBase
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{
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HealLife(num4, base.SelfBattlePlayer.Turn, base.SelfBattlePlayer.IsSelfTurn);
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}
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sequentialVfxPlayer.Register(new LoadAndPlayEffectVfx(fileName, criSeName, base.SelfBattlePlayer.BattleMgr.IsRecovery ? null : base.BattleCardView.Transform, waitTime));
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sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
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HealParam healParam = new HealParam(num, this, this, applyModifier: false);
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HealResult healResult = ApplyHealing(healParam, new SkillProcessor());
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sequentialVfxPlayer.Register(healResult.PrehealVfxVfx);
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sequentialVfxPlayer.Register(healResult.HealVfx);
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sequentialVfxPlayer.Register(healResult.PosthealVfxVfx);
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base.SkillApplyInformation.DepriveLifeZeroActivateLeonSkill();
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sequentialVfxPlayer.Register(new LoadAndPlayEffectVfx(fileName2, criSeName2, Vector3.zero, waitTime2));
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sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].SkillApplyInformation.IsIndependent)
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{
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sequentialVfxPlayer.Register(new OneShotHeavenlyAegisPlayVfx(list[i].BattleCardView));
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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continue;
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}
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list[i].FlagCardAsDestroyedBySkill();
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@@ -321,7 +297,7 @@ public abstract class ClassBattleCardBase : BattleCardBase
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BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SelfBattlePlayer.IsPlayer, summonedCardsList, SkillBaseSummon.SUMMON_TYPE.TOKEN);
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VfxWithLoadingSequential vfxWithLoadingToRegister = base.SelfBattlePlayer.CardManagement(null, new SkillProcessor(), BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, null, summonInfo) as VfxWithLoadingSequential;
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base.SelfBattlePlayer.UpdateHandCardsPlayability();
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StartPickMultiCardVfx vfxToRegister = new StartPickMultiCardVfx(summonedCardsList, BattleManagerBase.GetIns().BattleResourceMgr, base.SelfBattlePlayer.IsPlayer, isToken: true, isIgnoreVoice: false, isRandomVoice: false, isGetoff: false, isEvoVoice: false, 0f);
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StartPickMultiCardVfx vfxToRegister = new StartPickMultiCardVfx(summonedCardsList, _buildInfo.BattleMgr.BattleResourceMgr, base.SelfBattlePlayer.IsPlayer, isToken: true, isIgnoreVoice: false, isRandomVoice: false, isGetoff: false, isEvoVoice: false, 0f);
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if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().BeginLogBlockTurnChangeReactive();
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@@ -351,7 +327,7 @@ public abstract class ClassBattleCardBase : BattleCardBase
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public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
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{
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return SequentialVfxPlayer.Create(base.BattleCardView.RecoveryInPlay(), new RefreshHealthVfx(base.SelfBattlePlayer));
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return SequentialVfxPlayer.Create(base.BattleCardView.RecoveryInPlay(), NullVfx.GetInstance());
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
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@@ -380,8 +356,8 @@ public abstract class ClassBattleCardBase : BattleCardBase
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return new BuildInfo(null, 0, classBuildInfo.selfBattlePlayer, classBuildInfo.opponentBattlePlayer, classBuildInfo.selfBattlePlayer, _isPlayer: classBuildInfo.isPlayer, _innerOptions: new CardInnerOptionsBase(), _normalSkillBuildInfos: _sharedEmptySkillInfo.normalSkillBuildInfos, _evolveSkillBuildInfos: _sharedEmptySkillInfo.evolveSkillBuildInfos, _battleCardIndex: 0, _battleMgr: classBuildInfo.battleMgr, _resourceMgr: classBuildInfo.resourceMgr);
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}
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protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card, ICardVfxCreator vfxCreator)
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protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card)
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{
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return new ClassSkillApplyInformation(card, vfxCreator);
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return new ClassSkillApplyInformation(card);
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}
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}
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