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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@@ -6,8 +6,6 @@ public class FinishTaskBase : BaseTask
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{
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protected int classId;
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protected const string data_str = "data";
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public bool IsResponseDataExist(JsonData response)
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{
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JsonData jsonData = response["data"];
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@@ -18,42 +16,6 @@ public class FinishTaskBase : BaseTask
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return true;
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}
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public BattleFinishParam SettingFinishBattleParameter(int class_id, int total_turn, int evolve_count, int enemy_evolve_count, int battle_result, int is_retire)
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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BattleManagerBase ins = BattleManagerBase.GetIns();
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classId = class_id;
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BattleFinishParam battleFinishParam = CreateBattleFinishParam(class_id, total_turn, evolve_count, enemy_evolve_count, battle_result, is_retire);
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PlayerPrefsWrapper.SetValue(PlayerPrefsWrapper.SELF_DISCONNECT_OPEN_STATUS_TO_REPLACE_LOG, 0f);
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if (battle_result == 0 && dataMgr.RecoveryData == null && RecoveryRecordManagerBase.IsExistsAINetworkRecoveryFile())
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{
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dataMgr.SetRecoveryData(RecoveryOperationInfo.ReadRecoveryFile(OperationRecorderBase.RecordDirectoryPath + "recovery_ai_network.json"));
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}
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JsonData recoveryData = dataMgr.RecoveryData;
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if (recoveryData != null)
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{
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battleFinishParam.recovery_data = recoveryData.ToJson();
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}
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BattlePlayerPair battlePlayerPair = ins.GetBattlePlayerPair(isPlayer: true);
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BattleCardBase selfClass = ins.GetBattlePlayer(isPlayer: true).Class;
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battleFinishParam.mission = dataMgr.MissionNecessaryInformation.GetMissionNecessaryInfo(battlePlayerPair, selfClass);
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base.Params = battleFinishParam;
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return battleFinishParam;
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}
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protected virtual BattleFinishParam CreateBattleFinishParam(int class_id, int total_turn, int evolve_count, int enemy_evolve_count, int battle_result, int is_retire)
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{
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return new BattleFinishParam
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{
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class_id = class_id,
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total_turn = total_turn,
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evolve_count = evolve_count,
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enemy_evolve_count = enemy_evolve_count,
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battle_result = battle_result,
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is_retire = is_retire
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};
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}
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protected bool IsEffectiveErrorCode(int code)
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{
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if (resultCode != 1 && resultCode != 3502)
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