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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@@ -27,11 +27,6 @@ public class NetworkBattleSetupCardEvent
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_networkBattleSetupValidateEvent = new NetworkBattleSetupValidateEvent(_battleMgr as NetworkBattleManagerBase, this);
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}
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public void OverwriteNetworkBattleData(NetworkBattleData data)
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{
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networkBattleData = data;
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}
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public virtual void SetupCardEvent(BattleManagerBase mgr, RegisterActionManager actionManager, BattleCardBase card, List<RegisterUnapproved> registerUnapprovedList)
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{
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_registerUnapprovedList = registerUnapprovedList;
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@@ -387,7 +382,7 @@ public class NetworkBattleSetupCardEvent
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public void SetSkillTargetsConditionCheckUList(SkillBase skill, IEnumerable<BattleCardBase> cards, SkillConditionCheckerOption option)
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{
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List<CardDataModel> unapprovedList = (BattleManagerBase.GetIns() as NetworkBattleManagerBase).networkBattleData.GetReceiveData().unapprovedList;
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List<CardDataModel> unapprovedList = (_battleMgr as NetworkBattleManagerBase).networkBattleData.GetReceiveData().unapprovedList;
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NetworkExecutionInfoCreator networkExec = skill._executionInfoCreator as NetworkExecutionInfoCreator;
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foreach (BattleCardBase carddata in cards)
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{
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@@ -619,18 +614,6 @@ public class NetworkBattleSetupCardEvent
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return NullVfx.GetInstance();
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}
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protected void Event_ChangeUnapprovedFromsState(SkillBase skill, IEnumerable<BattleCardBase> unapprovedCards)
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{
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List<BattleCardBase> unapprovedCardList = GetUnapprovedCardList(skill);
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foreach (CardDataModel unapprovedCard in networkBattleData.GetReceiveData().unapprovedList)
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{
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if (unapprovedCardList.Find((BattleCardBase x) => x.Index == unapprovedCard.Index) != null)
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{
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unapprovedCard.fromState = NetworkBattleGenericTool.GetCardPlaceState(skill.SkillPrm.ownerCard.SelfBattlePlayer, unapprovedCard.Index);
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}
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}
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}
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private void Event_RegisterFilterStop(SkillBase skillBase, List<BattleCardBase> cards, SkillProcessor skillProcessor)
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{
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if (!skillBase.SkillPrm.ownerCard.IsSkillLost)
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@@ -863,7 +846,7 @@ public class NetworkBattleSetupCardEvent
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{
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if (skillBase.IsLastTargetDiscardOrBanishSkill(option) && RegisterSkillConditionCheck.CheckLastTargetFilter(skillBase))
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{
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(BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
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(_battleMgr as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
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}
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}
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@@ -871,7 +854,7 @@ public class NetworkBattleSetupCardEvent
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{
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if (option.SelectedCards.Any((SkillConditionCheckerOption.SkillAndSelectTarget s) => s.SelectSkill.ApplyingTargetFilter is SkillTargetHandFilter || s.SelectSkill.ApplyingTargetFilter is SkillTargetHandOtherSelfFilter || s.SelectSkill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetHandFilter || f.TargetFilter is SkillTargetHandOtherSelfFilter)))
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{
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(BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
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(_battleMgr as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
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}
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}
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@@ -879,7 +862,7 @@ public class NetworkBattleSetupCardEvent
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{
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if (RegisterSkillConditionCheck.IsPreprocessConditionCheck(skillBase))
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{
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(BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
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(_battleMgr as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
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}
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}
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@@ -1168,11 +1151,6 @@ public class NetworkBattleSetupCardEvent
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movementSkillList.Clear();
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}
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private List<BattleCardBase> GetUnapprovedCardList(SkillBase skill)
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{
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return (_battleMgr as NetworkBattleManagerBase).GetUnapprovedCardObj(movement: NetworkBattleGenericTool.GetSkillMovementNum(skill), player: skill.SkillPrm.ownerCard.SelfBattlePlayer, skillCardIndex: skill.SkillPrm.ownerCard.Index, publishedActiveCount: NetworkBattleGenericTool.GetPublishSkillCount(skill), skill: skill);
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}
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private void CheckToAddScanList(BattleCardBase card, bool evol)
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{
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if (evol || !card.IsCantActivateFanfare)
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@@ -1198,7 +1176,7 @@ public class NetworkBattleSetupCardEvent
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}
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else
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{
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_registerActionManager.Add(new RegisterOpenMyCards(BattleManagerBase.GetIns().BattlePlayer.HandCardList, notBuff: true));
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_registerActionManager.Add(new RegisterOpenMyCards(_battleMgr.BattlePlayer.HandCardList, notBuff: true));
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}
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}
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