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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@@ -32,12 +32,7 @@ public class NetworkBattleDefine
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public enum NetworkBattleURI
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{
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None,
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Resume,
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Retry,
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InitNetwork,
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InitBattle,
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InitRoomBattle,
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Matched,
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Loaded,
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Deal,
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Swap,
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@@ -47,10 +42,8 @@ public class NetworkBattleDefine
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TurnEnd,
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TurnEndFinal,
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PlayActions,
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BattleStart,
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BattleFinish,
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ChatStamp,
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Gungnir,
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Echo,
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Retire,
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OppoDisconnect,
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@@ -66,7 +59,6 @@ public class NetworkBattleDefine
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JudgeResult,
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Maintenance,
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ReplayFinish,
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Kill,
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Watch
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}
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@@ -126,11 +118,9 @@ public class NetworkBattleDefine
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spin,
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resultCode,
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isWin,
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errorType,
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pos,
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self,
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oppo,
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battleStartDate,
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time,
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cards,
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touch,
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@@ -147,37 +137,7 @@ public class NetworkBattleDefine
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public enum ReceiveNodeResultCode
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{
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None = 0,
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Success = 1,
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RoomStatusInfoError = 30101,
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RoomCreateError = 30102,
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RoomEntryError = 30103,
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RoomKickError = 30104,
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RoomLeaveError = 30105,
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RoomReleaseError = 30106,
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RoomForceReleaseError = 30107,
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RoomReenterError = 30108,
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RoomBattleReadeError = 30109,
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RoomTournamentDeckError = 30110,
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RoomTournamentError = 30111,
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RoomSetupLock = 30112,
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SwapTimeoutError = 31001,
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MatchingTimeOut = 30201,
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FoundRemovedUserErrorSelf = 32101,
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FoundRemovedUserErrorOppo = 32102,
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FoundRemovedUserErrorWatcher = 32103,
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RoomTimeEndError = 32104,
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WatcherInRemovedOwnerRoomError = 32105,
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RoomTornamentOwnTimeEndError = 32106,
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RoomTornamentOppoTimeEndError = 32107,
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BattleFinishTimeEnd = 32108,
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Different_UUID = 30001,
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RedisReplyError = 30002,
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WatchError = 30302,
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CurrentBattleError = 30212,
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UnexpectedPhaseError = 30213,
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UnexistUserinfoError = 30003,
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UnmatchedError = 30211
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}
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CurrentBattleError = 30212 }
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public static readonly Dictionary<NetworkBattleURI, string> NetworkURINames;
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