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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@@ -236,12 +236,7 @@ public class ClassSelectionPage : UIBase
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}
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else
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{
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int num = 9;
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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for (int num2 = 1; num2 < num; num2++)
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{
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_classCharacterMasterDatas.Add(dataMgr.GetCharaPrmByClassId(num2, Mode == eMode.DeckEdit));
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}
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// Pre-Phase-5b: chara master unavailable headless; leave the master list empty.
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}
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ResourcesManager resourcesManager = Toolbox.ResourcesManager;
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foreach (ClassCharacterMasterData classCharacterMasterData in _classCharacterMasterDatas)
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@@ -278,7 +273,7 @@ public class ClassSelectionPage : UIBase
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private ClassCharacterMasterData GetCharaPrmByCharaId(int charaId)
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{
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return GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(charaId);
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return null; // Pre-Phase-5b: headless has no chara master
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}
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private void CreateClassButton()
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@@ -354,7 +349,7 @@ public class ClassSelectionPage : UIBase
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private void OnClickClassButton(ClassSelectionButton classButton)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_TOGGLE_ON);
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if (_useSubClass)
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{
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SelectClassForUseSubClass(classButton);
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@@ -469,11 +464,11 @@ public class ClassSelectionPage : UIBase
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{
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case eMode.StorySelect:
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SelectedStoryInfo.SetSectionChara(_selectCharaMasterData);
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE_TRANS);
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UIManager.GetInstance().ChangeViewScene(SelectedStoryInfo.ChapterSelectionView);
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break;
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case eMode.PracticeSelect:
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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ShowSelectDifficultyDialog();
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break;
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case eMode.DeckEdit:
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@@ -486,7 +481,7 @@ public class ClassSelectionPage : UIBase
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{
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if (SceneParam.Format == Format.MyRotation)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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MyRotationPeriodSelectDialog.Create(null, (CardBasePrm.ClanType)_selectCharaMasterData.class_id, delegate(MyRotationInfo myRotationData)
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{
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OnDecideClassDeckEditMode(myRotationData);
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@@ -494,7 +489,7 @@ public class ClassSelectionPage : UIBase
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}
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else
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE_TRANS);
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OnDecideClassDeckEditMode(null);
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}
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}
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@@ -561,33 +556,12 @@ public class ClassSelectionPage : UIBase
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dia.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
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dia.onPushButton1 = delegate
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{
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UIManager.GetInstance().createInSceneCenterLoading();
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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dataMgr.Load();
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dataMgr.SetEnemyCharaId(enemyClassId);
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PracticeData practiceData = practiceDataList[selectIndex];
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PracticeAISettingData settingData = Data.Master.PracticeAISettingList.GetSettingData(enemyClassId, practiceData.AIDeckLevel);
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Data.Master.LoadAICsv(new AICsvLoadingInfo(settingData.DeckId, settingData.StyleId, settingData.EmoteId), delegate
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{
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UIManager.GetInstance().closeInSceneCenterLoading();
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dataMgr.SetCurrentEnemyDeckDataFromAIDeck(enemyClassId, settingData.Difficulty, settingData.LogicLevel, settingData.MaxLife, settingData.DeckId, settingData.StyleId, settingData.EmoteId, useInnerEmote: true);
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dataMgr.LoadEnemyClassData();
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dataMgr.PracticeDifficultyDegreeId = practiceData.DegreeId;
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dataMgr.SetSoroPlay3DFieldID(practiceData.Battle3dFieldId);
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GameMgr.GetIns().GetDataMgr().Practice3DfieldId = practiceData.Battle3dFieldId;
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dia.CloseWithoutSelect();
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PracticeStartTask task = new PracticeStartTask();
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StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
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{
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IsShow_CardIntroduction = true
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};
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle, param);
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}));
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});
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// Pre-Phase-5b: kicked off practice-battle setup via DataMgr writes + PracticeStartTask.
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// Headless never runs practice UI; stub to close the dialog and change scene directly.
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dia.CloseWithoutSelect();
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle);
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};
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dia.ClickSe_Btn1 = Se.TYPE.SYS_BTN_DECIDE_TRANS;
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dia.ClickSe_Btn1 = 0;
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}
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private void OnFinishFadeIn()
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