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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@@ -8,7 +8,6 @@ namespace Wizard;
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public class AIParamQuery
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{
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private const float MAX_ADVANTAGE = 1000f;
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public EnemyAI enemyAI;
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@@ -241,67 +240,6 @@ public class AIParamQuery
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return num;
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}
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public List<BattleCardBase> GetEvoSelectCandidates(BattleCardBase evoCard, BattlePlayerPair pair)
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{
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List<SkillBase> list = evoCard.GetSelectTypeSkill(isEvolve: true).ToList();
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if (list.IsNotNullOrEmpty())
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{
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return GetSkillTargetsForEstimator(evoCard, list, pair);
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}
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return null;
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}
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public List<BattleCardBase> GetSkillTargetsForEstimator(BattleCardBase actCard, List<SkillBase> selectSkills, BattlePlayerPair pair)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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for (int i = 0; i < selectSkills.Count; i++)
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{
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SkillBase skillBase = selectSkills[i];
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IEnumerable<BattleCardBase> burialSelectableCards = AIBurialRiteSimulationUtility.GetBurialSelectableCards(skillBase, actCard);
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if (burialSelectableCards.IsNotNullOrEmpty())
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{
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List<BattleCardBase> list2 = burialSelectableCards.ToList();
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for (int j = 0; j < list2.Count; j++)
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{
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BattleCardBase item = list2[j];
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if (!list.Contains(item))
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{
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list.Add(item);
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break;
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}
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}
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}
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IEnumerable<BattleCardBase> selectableCards = GetSelectableCards(skillBase, pair);
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if (!selectableCards.IsNotNullOrEmpty())
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{
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continue;
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}
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List<BattleCardBase> list3 = selectableCards.ToList();
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list3.AddRange(from c in GetSelectableCards(skillBase, pair, isSkipForceSelect: true)
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where !selectableCards.Contains(c)
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select c);
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int num = Mathf.Min(skillBase.GetSkillSelectCount(), list3.Count());
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for (int num2 = 0; num2 < num; num2++)
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{
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if (list3.Contains(pair.Opponent.Class) && !list.Contains(pair.Opponent.Class))
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{
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list.Add(pair.Opponent.Class);
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continue;
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}
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for (int num3 = 0; num3 < list3.Count; num3++)
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{
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BattleCardBase item2 = list3[num3];
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if (!list.Contains(item2))
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{
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list.Add(item2);
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break;
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}
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}
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}
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}
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return list;
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}
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public int CalcAllyUnitTotalDamage()
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{
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int num = 0;
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@@ -404,17 +342,4 @@ public class AIParamQuery
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}
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return new List<T>(src);
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}
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public static AIVirtualCard FindSameCardFromList<T>(AIVirtualCard origin, List<T> list) where T : AIVirtualCard
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{
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for (int i = 0; i < list.Count; i++)
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{
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AIVirtualCard aIVirtualCard = list[i];
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if (aIVirtualCard.IsSameCard(origin))
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{
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return aIVirtualCard;
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}
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}
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return null;
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}
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}
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