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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@@ -32,8 +32,6 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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private bool _notNetwrokConditionCheck;
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public const int SIDEN_NO_KOKUHYOU = 112241030;
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public bool IsNotCheckBuriaRiteCondition { get; private set; }
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public NetworkExecutionInfoCreator(SkillBase skill)
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@@ -118,11 +116,11 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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}
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return true;
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}
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if ((_skill.IsUserSelectType || _skill.IsBurialRite) && ((GameMgr.GetIns().IsWatchBattle && _skill.SkillPrm.ownerCard.IsPlayer) || GameMgr.GetIns().IsAdminWatch))
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if ((_skill.IsUserSelectType || _skill.IsBurialRite) && ((_networkBattleMgr.GameMgr.IsWatchBattle && _skill.SkillPrm.ownerCard.IsPlayer) || _networkBattleMgr.GameMgr.IsAdminWatch))
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{
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return result;
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}
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if (RegisterSkillConditionCheck.IsSkillConditionCheck(_skill, GameMgr.GetIns().IsAdmin))
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if (RegisterSkillConditionCheck.IsSkillConditionCheck(_skill, _networkBattleMgr.GameMgr.IsAdmin))
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{
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return false;
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}
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@@ -175,7 +173,7 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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return enumerable.Cast<BattleCardBase>().ToList();
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}
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return (from c in base.GetSelectableCards(playerInfoPair, option, isSkipForceSelect, selectedCards)
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select (!GameMgr.GetIns().IsAdminWatch && !GameMgr.GetIns().IsReplayBattle && !c.IsPlayer && !c.IsInplay && !c.Card.IsInplay && !_skill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetTurnPlayCardsOtherSelfFilter) && !_skill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.BattlePlayerFilter is OpponentBattlePlayerFilter && f.TargetFilter is SkillTargetGamePlayCardsOtherSelfFilter)) ? c.Card : c).ToList();
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select (!_networkBattleMgr.GameMgr.IsAdminWatch && !_networkBattleMgr.GameMgr.IsReplayBattle && !c.IsPlayer && !c.IsInplay && !c.Card.IsInplay && !_skill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetTurnPlayCardsOtherSelfFilter) && !_skill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.BattlePlayerFilter is OpponentBattlePlayerFilter && f.TargetFilter is SkillTargetGamePlayCardsOtherSelfFilter)) ? c.Card : c).ToList();
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}
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public override IEnumerable<BattleCardBase> CalcApplyTargets(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, ref int targetCount, bool isCheckInHand = false)
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@@ -215,7 +213,7 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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public override VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> FixedSkillApplyTarget(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, ref int targetCount)
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{
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VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> vfxWith;
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if ((_skill.SkillPrm.ownerCard.IsPlayer && (!GameMgr.GetIns().IsWatchBattle || _networkBattleMgr.IsRecovery)) || GameMgr.GetIns().IsReplayBattle)
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if ((_skill.SkillPrm.ownerCard.IsPlayer && (!_networkBattleMgr.GameMgr.IsWatchBattle || _networkBattleMgr.IsRecovery)) || _networkBattleMgr.GameMgr.IsReplayBattle)
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{
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IEnumerable<BattleCardBase> source = CalcApplyTargets(playerInfoPair, option, ref targetCount);
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vfxWith = NotIndependentCardFiltering(source.ToList());
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@@ -278,7 +276,7 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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private bool IsUnapprovedSkill()
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{
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if (GameMgr.GetIns().IsWatchBattle)
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if (_networkBattleMgr.GameMgr.IsWatchBattle)
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{
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if (_isUseUListOnlySelfTurnWhenAdmin)
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{
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@@ -307,11 +305,6 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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_isAllDeckCardTarget = true;
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}
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public void SetUseUListOnlySelfTurn()
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{
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_isUseUListOnlySelfTurnWhenAdmin = true;
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}
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public void SetValidateConditionCheckSkill()
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{
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_validateSkillCheckFlag = true;
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@@ -352,11 +345,6 @@ public class NetworkExecutionInfoCreator : ExecutionInfoCreatorBase
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return _skillMovementNum;
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}
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public void SetNotNetwrokConditionCheck(bool flag)
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{
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_notNetwrokConditionCheck = flag;
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}
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private List<BattleCardBase> CalculationUnapprovedCardList(int skillIndex)
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{
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BattlePlayerBase selfBattlePlayer = _skill.SkillPrm.ownerCard.SelfBattlePlayer;
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