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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@@ -121,8 +121,6 @@ public class SkillCreator
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protected readonly IBattleResourceMgr _battleResourceMgr;
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private const string PARSE_CONTENTINFO_PATTERN = "\\(.+?\\)";
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public SkillCreator(BattleCardBase ownerCard, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer, IBattleResourceMgr battleResourceMgr)
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{
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_ownerCard = ownerCard;
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@@ -134,7 +132,7 @@ public class SkillCreator
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private SkillBase CreateSkillFactory(string skillName, SkillBuildInfo buildInfo, SkillParameter skillParam)
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{
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SkillKeywordInfo.SkillKeyword keyword = SkillKeywordInfo.GetKeyword(skillName);
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bool flag = skillParam.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !GameMgr.GetIns().IsAINetwork;
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bool flag = skillParam.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !skillParam.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork;
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switch (keyword)
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{
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case SkillKeywordInfo.SkillKeyword.damage_modifier:
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@@ -1283,7 +1281,7 @@ public class SkillCreator
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conditionFilterCollection.CardFilterList.Add(new SkillTargetNotUniqueBaseCardIdFilter());
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break;
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case SkillFilterCreator.ContentKeyword.attacked:
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if (BattleManagerBase.GetIns() is SingleBattleMgr)
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if (ownerCard.SelfBattlePlayer.BattleMgr is SingleBattleMgr)
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{
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conditionFilterCollection.CardFilterList.Add(new SkillAttackedCardFilter(info.ValueStr));
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}
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@@ -1344,7 +1342,7 @@ public class SkillCreator
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private static ISkillTargetFilter CreateTargetFilterOld(SkillFilterCreator.ContentInfo info, SkillFilterCreator.ContentKeyword keyword, BattleCardBase ownerCard, SkillBase skill)
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{
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bool flag = BattleManagerBase.GetIns() is NetworkBattleManagerBase && !GameMgr.GetIns().IsAINetwork;
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bool flag = ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork;
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switch (keyword)
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{
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case SkillFilterCreator.ContentKeyword.inplay:
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@@ -1579,16 +1577,6 @@ public class SkillCreator
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};
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}
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private static ISkillConditionChecker CreateHealingCardChecker(SkillFilterCreator.ContentKeyword keyword, BattleCardBase ownerCard)
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{
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return keyword switch
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{
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SkillFilterCreator.ContentKeyword.self_class => new SkillConditionHealingCardIsClass(ownerCard, isSelf: true),
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SkillFilterCreator.ContentKeyword.opp_class => new SkillConditionHealingCardIsClass(ownerCard, isSelf: false),
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_ => null,
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};
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}
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private static ISkillConditionChecker CreateInHandChecker(SkillFilterCreator.ContentKeyword keyword, BattleCardBase ownerCard)
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{
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return keyword switch
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@@ -1793,7 +1781,7 @@ public class SkillCreator
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filterCollection.CardFilterList.Add(new SkillTargetNotUniqueBaseCardIdFilter());
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break;
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case SkillFilterCreator.ContentKeyword.attacked:
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if (BattleManagerBase.GetIns() is SingleBattleMgr)
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if (ownerCard.SelfBattlePlayer.BattleMgr is SingleBattleMgr)
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{
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filterCollection.CardFilterList.Add(new SkillAttackedCardFilter(info.ValueStr));
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}
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@@ -1816,7 +1804,7 @@ public class SkillCreator
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protected virtual ISkillSelectFilter CreateRandomSelectUntilFilter(string count, BattlePlayerBase player, SkillBase skill)
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{
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if (!(BattleManagerBase.GetIns() is NetworkBattleManagerBase) || GameMgr.GetIns().IsAINetwork)
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if (!(skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase) || skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork)
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{
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return new SkillRandomSelectUntilFilter(count, player);
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}
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@@ -1840,7 +1828,7 @@ public class SkillCreator
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protected virtual ISkillSelectFilter CreateSkillRandomEachSameBaseCardIdFilter(int count, BattlePlayerBase player, SkillBase skill)
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{
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if (!(BattleManagerBase.GetIns() is NetworkBattleManagerBase) || GameMgr.GetIns().IsAINetwork)
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if (!(skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase) || skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork)
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{
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return new SkillRandomEachSameBaseCardIdFilter(count, player);
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}
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@@ -1858,7 +1846,7 @@ public class SkillCreator
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private static SkillPreprocessBase MakeSkillPreprocess(SkillBase skill, SkillFilterCreator.ContentInfo info, ref bool isExecutionCheck, ref bool isReferencePreviousPreprocess)
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{
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bool flag = BattleManagerBase.GetIns() is NetworkBattleManagerBase && !GameMgr.GetIns().IsAINetwork;
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bool flag = skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork;
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SkillPreprocessBase skillPreprocessBase = null;
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switch (info.Name)
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{
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