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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@@ -18,11 +18,6 @@ public class PlayHandCardReflection : ReceivePlayActionsReflectionBase
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_networkBattleData = networkBattleData;
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}
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public void SetOperateMgr(OperateMgr operateMgr)
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{
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_operateMgr = operateMgr;
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}
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public void ReadySetting(int cardIndex, List<NetworkBattleReceiver.TargetData> targetDataList)
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{
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_cardIdx = cardIndex;
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@@ -108,16 +103,15 @@ public class PlayHandCardReflection : ReceivePlayActionsReflectionBase
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List<BattleCardBase> list = null;
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list = ((!player.IsPlayer) ? NetworkBattleGenericTool.GetOpposingCardObjTarget(_battleMgr, _playHandTargetDataList) : NetworkBattleGenericTool.LookForActionDataToTargetCard(_battleMgr, _playHandTargetDataList));
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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if ((GameMgr.GetIns().IsWatchBattle && player.IsPlayer) || GameMgr.GetIns().IsAdminWatch)
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if ((_battleMgr.GameMgr.IsWatchBattle && player.IsPlayer) || _battleMgr.GameMgr.IsAdminWatch)
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{
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CanNotTouchCardVfx canNotTouchCardVfx = new CanNotTouchCardVfx();
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VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
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_battleMgr.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
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parallelVfxPlayer.Register(_actingCard.SelfBattlePlayer.BattleView.RemoveFusionSelectedCardFromHand(_selectedCards));
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parallelVfxPlayer.Register(_actingCard.SelfBattlePlayer.BattleView.CreateStopShowSelectVfx(_actingCard, isAct: true, stopChoiceSelectUiImmediately: false));
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parallelVfxPlayer.Register(_operateMgr.FusionCard(indexToCardBase, player.IsPlayer, list));
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_battleMgr.VfxMgr.RegisterSequentialVfx(SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
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{
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canNotTouchCardVfx.End();
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})));
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}
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else
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@@ -132,19 +126,19 @@ public class PlayHandCardReflection : ReceivePlayActionsReflectionBase
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public void ChoiceBraveMove(BattlePlayerBase player, List<int> choiceIdList)
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{
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BattleCardBase battleCardBase = player.Class;
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if (!player.CanChoiceBraveThisTurn && !BattleManagerBase.GetIns().IsRecovery)
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if (!player.CanChoiceBraveThisTurn && !_battleMgr.IsRecovery)
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{
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SendEcho(battleCardBase, _networkBattleData.GetReceiveData().actionType);
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return;
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}
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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GameMgr gameMgr = GameMgr.GetIns();
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GameMgr gameMgr = _battleMgr.GameMgr;
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if ((!gameMgr.IsWatchBattle || !player.IsPlayer) && !gameMgr.IsAdminWatch && !_battleMgr.IsRecovery)
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{
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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gameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_CARD_SELECT_3, _battleMgr.BattleUIContainer.EnemyChoiceBraveBtn.position);
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gameMgr.GetSoundMgr().PlaySe(Se.TYPE.SYS_CMN_CARD_SELECT_3);
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player.BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
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}));
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}
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