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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@@ -37,8 +37,6 @@ public class StoryChapterData : HeaderData
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public ChapterClearStatus ClearStatus { get; private set; }
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public string BtnLoadPath { get; set; }
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public bool IsMaintenanceChapter { get; private set; }
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public SubChapterData(JsonData jsonData)
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@@ -102,42 +100,6 @@ public class StoryChapterData : HeaderData
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public bool IsEnableBattleSkip { get; }
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public bool IsSkipBattle
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{
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get
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{
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if (IsEnableBattleSkip)
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{
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return PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.IS_SKIP_CLEARED_STORY_BATTLE);
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}
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return false;
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}
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}
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public bool IsDoBattle
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{
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get
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{
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if (ExistsBattle)
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{
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return !IsSkipBattle;
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}
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return false;
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}
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}
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public bool IsFixedDeck
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{
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get
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{
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if (SectionId != StorySection.TUTORIAL_SECTION_ID)
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{
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return IsClassTutorial;
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}
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return true;
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}
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}
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public int EnemyAiId { get; }
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public List<BattleSettingData> BattleSettingDatas { get; }
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@@ -158,18 +120,6 @@ public class StoryChapterData : HeaderData
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public int TutorialStep { get; }
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public bool IsClassTutorial
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{
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get
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{
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if (SectionId == 1)
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{
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return ChapterId == "1";
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}
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return false;
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}
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}
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public bool IsAlreadyRead => ClearStatus == ChapterClearStatus.AlreadyRead;
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public bool IsCleared => ClearStatus == ChapterClearStatus.Cleared;
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@@ -186,36 +136,8 @@ public class StoryChapterData : HeaderData
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}
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}
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public List<int> AvailableDeckClassList => BattleSettingDatas.Select((BattleSettingData bd) => bd.DeckClassId).Distinct().ToList();
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public List<int> CharaIdList => BattleSettingDatas.Select((BattleSettingData bd) => bd.PlayerCharaId).Distinct().ToList();
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public bool IsBranchChapter => !string.IsNullOrEmpty(UIUtil.ExtractStringAlphabet(ChapterId));
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public bool IsDuplicateDeckClass => (from bd in BattleSettingDatas
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select bd.DeckClassId into x
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group x by x).Any((IGrouping<int, int> x) => x.Count() > 1);
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public bool IsExistNextChapter => NextChapterId != "0";
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public string AllReadButtonPath { get; set; }
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public bool IsNotReleasedDisplayChapter { get; set; }
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public int[] AllSubStoryIds => SubChapterDatas.Select((SubChapterData x) => x.StoryId).ToArray();
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public bool ExistsSubChapter => SubChapterDatas.Count > 0;
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public BattleSettingData FindBattleSettingDataByDeckSkinId(int deckSkinId)
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{
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return BattleSettingDatas.Find((BattleSettingData x) => x.DeckSkinId == deckSkinId);
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}
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public BattleSettingData FindBattleSettingDataByDeckClassId(int deckClassId)
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{
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return BattleSettingDatas.Find((BattleSettingData x) => x.DeckClassId == deckClassId);
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}
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public BattleSettingData FindBattleSettingDataByPlayerCharaId(int playerCharaId)
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{
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return BattleSettingDatas.Find((BattleSettingData x) => x.PlayerCharaId == playerCharaId);
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@@ -364,33 +286,6 @@ public class StoryChapterData : HeaderData
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return ChapterClearStatus.NotCleared;
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}
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private SubChapterData FindSubChapterData(int subChapterId)
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{
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return SubChapterDatas.Find((SubChapterData data) => data.SubChapterId == subChapterId);
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}
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public int[] GetStartStoryIds(int? subChapterId)
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{
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if (!subChapterId.HasValue)
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{
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return new int[1] { StoryId };
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}
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if (subChapterId == SUB_CHAPTER_ALL)
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{
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return AllSubStoryIds;
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}
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return new int[1] { FindSubChapterData(subChapterId.Value).StoryId };
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}
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public int GetFinishStoryId(int? subChapterId)
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{
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if (!subChapterId.HasValue)
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{
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return StoryId;
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}
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return FindSubChapterData(subChapterId.Value).StoryId;
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}
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private static string GetRouteName(int sectionId, int charaId, string chapterId)
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{
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string text = UIUtil.ExtractStringAlphabet(chapterId);
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