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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@@ -104,25 +104,6 @@ public static class DeckListUtility
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return list;
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}
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public static void SetDeckListDataWithLodeIndex()
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{
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LoadDetail data = Data.Load.data;
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DeckListUpdate(CreateDeckGroup(data.UserDeckListUnlimited, Format.Unlimited, DeckAttributeType.CustomDeck));
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DeckListUpdate(CreateDeckGroup(data.UserDeckListRotation, Format.Rotation, DeckAttributeType.CustomDeck));
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if (data.UserDeckListPreRotation != null)
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{
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DeckListUpdate(CreateDeckGroup(data.UserDeckListPreRotation, Format.PreRotation, DeckAttributeType.CustomDeck));
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}
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if (data.UserDeckListCrossover != null)
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{
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DeckListUpdate(CreateDeckGroup(data.UserDeckListCrossover, Format.Crossover, DeckAttributeType.CustomDeck));
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}
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if (data.UserDeckListMyRotation != null)
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{
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DeckListUpdate(CreateDeckGroup(data.UserDeckListMyRotation, Format.MyRotation, DeckAttributeType.CustomDeck));
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}
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}
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private static void DeckListUpdate(DeckGroup receiveDeckGroup)
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{
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DeckGroup deckGroup = DeckGroupDataBase.FirstOrDefault((DeckGroup d) => d.DeckFormat == receiveDeckGroup.DeckFormat && d.AttributeType == receiveDeckGroup.AttributeType);
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@@ -196,7 +177,7 @@ public static class DeckListUtility
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public static void DataMgrSaveLastSelectDeckData(DeckData deckData)
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
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dataMgr.SetSelectDeckId(deckData.GetDeckID());
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dataMgr.SetPlayerCharaIdBySkinId(deckData.GetSkinId());
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dataMgr.SetCurrentDeckData(deckData.GetCardIdList());
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@@ -267,42 +248,11 @@ public static class DeckListUtility
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}
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}
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public static List<DeckGroup> ConvertSkinOverrideDeckGroupList(List<DeckGroup> deckGroupList, Dictionary<int, int> dictDeckSkinIdOverride)
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{
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List<DeckGroup> list = new List<DeckGroup>();
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foreach (DeckGroup deckGroup in deckGroupList)
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{
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List<DeckData> list2 = new List<DeckData>();
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foreach (DeckData deckData in deckGroup.DeckDataList)
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{
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list2.Add(CopyAndReplaceDeckSkinOverride(deckData, dictDeckSkinIdOverride));
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}
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list.Add(new DeckGroup(list2, deckGroup.DeckFormat, deckGroup.AttributeType));
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}
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return list;
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}
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private static DeckData CopyAndReplaceDeckSkinOverride(DeckData deck, Dictionary<int, int> dictDeckSkinIdOverride)
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{
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DeckData deckData = deck.Clone();
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if (deckData.IsNoCard())
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{
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return deckData;
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}
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int deckClassID = deckData.GetDeckClassID();
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if (dictDeckSkinIdOverride.TryGetValue(deckClassID, out var value))
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{
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deckData.SetSkinId(value);
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}
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deckData.IsReplaceDeckSkin = true;
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return deckData;
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}
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private static void SetLeaderSkinSetting(JsonData jsonData)
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{
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for (int i = 0; i < jsonData.Count; i++)
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
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int classId = jsonData[i]["class_id"].ToInt();
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ClassCharaPrm classPrm = dataMgr.GetClassPrm(classId);
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classPrm.IsRandomLeaderSkin = jsonData[i]["is_random_leader_skin"].ToBoolean();
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@@ -311,19 +261,4 @@ public static class DeckListUtility
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classPrm.SetCurrentCharaId(charaPrmBySkinId.chara_id);
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}
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}
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public static List<DeckGroup> StoryDeckSelectClass(List<DeckGroup> deckGroups, int classId)
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{
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List<DeckGroup> list = new List<DeckGroup>();
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foreach (DeckGroup deckGroup in deckGroups)
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{
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List<DeckData> list2 = deckGroup.DeckDataList;
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if (deckGroup.AttributeType == DeckAttributeType.BuildDeck || deckGroup.AttributeType == DeckAttributeType.TrialDeck)
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{
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list2 = list2.Where((DeckData d) => d.GetDeckClassID() == classId || d.IsNoCard()).ToList();
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}
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list.Add(new DeckGroup(list2, deckGroup.DeckFormat, deckGroup.AttributeType));
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}
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return list;
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}
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}
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