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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@@ -5,65 +5,10 @@ using Wizard.Battle.Phase;
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public static class EmitHandUtility
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{
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public static void SendSelectSkill(NetworkBattleSender.SELECT_SKILL_OPERATION skillSelectOperation, BattleManagerBase battleMgr, BattleCardBase cardInfoToSend, bool isEvolveSelect, List<BattleCardBase> compInfoToSend = null, List<SkillBase> activeSelectSkills = null, bool isBurialRite = false, bool isChoiceBrave = false)
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{
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NetworkStandardBattleMgr networkStandardBattleMgr = ConvertToStandardNetworkBattleMgr(battleMgr);
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if (networkStandardBattleMgr == null)
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{
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return;
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}
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string text = string.Empty;
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List<int> list = new List<int>();
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switch (skillSelectOperation)
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{
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case NetworkBattleSender.SELECT_SKILL_OPERATION.StartSelect:
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case NetworkBattleSender.SELECT_SKILL_OPERATION.StartFusionSelect:
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text = cardInfoToSend.Index.ToString();
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if (activeSelectSkills != null)
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{
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list.AddRange(from s in activeSelectSkills
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where RegisterSkillConditionCheck.IsSkillConditionCheck(s, isNotHandCheck: true)
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select s.SkillPrm.ownerCard.Skills.IndexOf(s));
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}
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break;
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case NetworkBattleSender.SELECT_SKILL_OPERATION.SelectCard:
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case NetworkBattleSender.SELECT_SKILL_OPERATION.CompleteSelect:
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case NetworkBattleSender.SELECT_SKILL_OPERATION.SelectFusionIngredient:
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text = (cardInfoToSend.IsPlayer ? "1" : "0") + ConvertToThreeDigitCardIndex(cardInfoToSend.Index);
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break;
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case NetworkBattleSender.SELECT_SKILL_OPERATION.CompleteFusionSelect:
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text = cardInfoToSend.Index.ToString();
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break;
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case NetworkBattleSender.SELECT_SKILL_OPERATION.StartChoiceSelect:
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text = cardInfoToSend.Index.ToString();
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break;
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case NetworkBattleSender.SELECT_SKILL_OPERATION.CancelSelect:
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case NetworkBattleSender.SELECT_SKILL_OPERATION.CancelChoiceSelect:
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text = string.Empty;
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break;
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case NetworkBattleSender.SELECT_SKILL_OPERATION.SelectChoiceCard:
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case NetworkBattleSender.SELECT_SKILL_OPERATION.CompleteChoiceSelect:
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{
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for (int i = 0; i < compInfoToSend.Count; i++)
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{
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if (i > 0)
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{
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text += ",";
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}
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text += compInfoToSend[i].Index;
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}
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break;
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}
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default:
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Debug.LogError("Invalid Select Skill Operation");
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return;
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}
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networkStandardBattleMgr.NetworkSender.SendSelectSkill(skillSelectOperation, isEvolveSelect, text, list, isBurialRite, isChoiceBrave);
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}
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public static void SendSelectObject(BattleManagerBase battleMgr, BattleCardBase selectedCard)
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{
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if (!GameMgr.GetIns().GetDataMgr().IsRoomBattleType())
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if (true /* Pre-Phase-5b: no room battle type headless; always fall through */)
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{
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return;
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}
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@@ -91,22 +36,12 @@ public static class EmitHandUtility
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ConvertToStandardNetworkBattleMgr(battleMgr)?.NetworkSender.SendSlideObject(slideObjectType, selectedCard, attackingCard);
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}
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public static void ResetSelectedSlideCard(BattleManagerBase battleMgr)
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{
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ConvertToStandardNetworkBattleMgr(battleMgr)?.NetworkSender.ResetSelectedSlideCard();
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}
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private static NetworkStandardBattleMgr ConvertToStandardNetworkBattleMgr(BattleManagerBase battleMgr)
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{
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if (ToolboxGame.RealTimeNetworkAgent == null)
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if (battleMgr?.InstanceNetworkAgent == null)
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{
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return null;
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}
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return battleMgr as NetworkStandardBattleMgr;
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}
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private static string ConvertToThreeDigitCardIndex(int cardIndex)
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{
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return cardIndex.ToString().PadLeft(3, '0');
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}
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}
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