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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@@ -2,81 +2,18 @@ using Cute;
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namespace Wizard;
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// Post-Phase-5b (2026-07-03) UI stub. QuestDeckSelectConfirmDialog was the quest
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// mode deck-select confirmation dialog — DataMgr writes for enemy AI setup +
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// BattleControl.BattleEnd + scene change via QuestStartTask. Every path is
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// UI-driven and unreachable headless. Class body stubbed to preserve the two
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// external entry points (DecideDeck static, referenced by MyPage flows).
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public static class QuestDeckSelectConfirmDialog
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{
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public static void Create(DialogBase dialogDeckList, DeckData deck, bool isBattleAgain)
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{
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if (!deck.IsUsable())
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{
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InCompleteDeckDecideDialog.Create(dialogDeckList, deck);
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return;
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}
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CompleteDeckDecideDialog completeDeckDecideDialog = CompleteDeckDecideDialog.CreateForSingleDeck(dialogDeckList, deck, showSimpleStageOption: false, delegate
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{
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DecideDeck(deck, isBattleAgain);
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});
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if (GameMgr.GetIns().GetDataMgr().QuestBattleData.IsMockBattle)
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{
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completeDeckDecideDialog.DecisionUI.SetText(string.Empty, string.Empty);
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completeDeckDecideDialog.Dialog.SetText(Data.SystemText.Get("Quest_0026", deck.GetDeckName()));
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}
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}
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public static void DecideDeck(DeckData deck, bool isBattleAgain)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE_TRANS);
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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dataMgr.Load();
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DeckListUtility.DataMgrSaveLastSelectDeckData(deck);
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dataMgr.SetEnemySleeveId(3000011L);
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// Pre-Phase-5b: full quest-battle setup via DataMgr + BattleControl. Preserved just
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// the format update since Data.CurrentFormat may still be observed.
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Data.CurrentFormat = deck.Format;
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new QuestLastUsedDeckSaveDataManager().SaveDeck(dataMgr.QuestBattleData.QuestStageId, deck);
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dataMgr.Load();
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CardMaster.SetBattleCardMasterId(FormatBehaviorManager.GetDefaultBehaviour(deck.Format).CardMasterId);
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if (isBattleAgain)
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{
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GameMgr.GetIns().GetSoundMgr().StopAllBGM(0.5f);
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UIManager.GetInstance().CreatFadeClose(delegate
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{
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UIManager.GetInstance().StartCoroutine(BattleManagerBase.GetIns().GetBattleControl().BattleEnd(delegate
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{
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UIManager.GetInstance().CreatFadeOpen();
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int enemyAiID = ((dataMgr.QuestBattleData != null) ? dataMgr.QuestBattleData.EnemyAiId : (-1));
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dataMgr.SetEnemyCharaId(dataMgr.GetEnemyCharaId());
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dataMgr.SetCurrentEnemyDeckDataFromAIDeck(dataMgr.GetEnemyClassId(), dataMgr.m_EnemyAIDifficulty, dataMgr.m_EnemyAILogicLevel, dataMgr.m_EnemyAIMaxLife, dataMgr.m_EnemyAIDeckId, dataMgr.m_EnemyAIStyleId, dataMgr.m_EnemyAIEmoteId, dataMgr.m_EnemyAIUseInnerEmote, enemyAiID);
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dataMgr.LoadEnemyClassData();
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ChangeQuestBattleScene();
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}));
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});
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return;
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}
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QuestBattleData battleData = dataMgr.QuestBattleData;
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dataMgr.SetEnemyCharaId(battleData.CharaId);
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dataMgr.SetStoryBgmID(battleData.BgmId);
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dataMgr.SetSoroPlay3DFieldID(battleData.Battle3dFieldID);
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StoryAISettingData settingData = Data.Master.QuestAISettingList.GetSettingData(battleData.EnemyAiId);
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UIManager.GetInstance().createInSceneCenterLoading();
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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.SetQuestAILogicAndDeckData(battleData.EnemyClass, settingData.EnemyAiId);
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dataMgr.LoadEnemyClassData();
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ChangeQuestBattleScene();
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});
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}
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private static void ChangeQuestBattleScene()
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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QuestStartTask questStartTask = new QuestStartTask();
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questStartTask.SetParameter(dataMgr.QuestBattleData.QuestStageId, dataMgr.QuestBattleData.ExtraDeckScheduleId);
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(questStartTask, 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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}
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