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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@@ -14,23 +14,13 @@ public class StoryFinishTask : BaseTask
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public int is_finish;
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public int evolve_count;
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public int total_turn;
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public int deck_no;
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public int use_build_deck;
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public int deck_format;
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public int class_id;
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public Dictionary<string, int> mission;
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public string recovery_data;
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public string[] prosessing_time_data;
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}
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public class StoryFinishTaskParamNoBattle : BaseParam
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@@ -38,10 +28,6 @@ public class StoryFinishTask : BaseTask
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public int story_id;
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public int is_finish;
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public string selection_chapter_id;
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public bool is_select_another_end;
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}
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private readonly int _storyId;
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@@ -63,44 +49,6 @@ public class StoryFinishTask : BaseTask
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};
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}
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public void SetParameter(int is_finish, int evolve_count, int total_turn, int deck_no, bool is_build_deck, Format format, int class_id)
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{
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StoryFinishTaskParam storyFinishTaskParam = new StoryFinishTaskParam();
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BattleManagerBase ins = BattleManagerBase.GetIns();
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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storyFinishTaskParam.story_id = _storyId;
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storyFinishTaskParam.is_finish = is_finish;
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storyFinishTaskParam.evolve_count = evolve_count;
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storyFinishTaskParam.total_turn = total_turn;
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storyFinishTaskParam.deck_no = deck_no;
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storyFinishTaskParam.use_build_deck = (is_build_deck ? 1 : 0);
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storyFinishTaskParam.deck_format = Data.FormatConvertApi(format);
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storyFinishTaskParam.class_id = class_id;
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if (RecoveryRecordManagerBase.IsExistsSingleRecoveryFile())
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{
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if (dataMgr.RecoveryData == null)
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{
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dataMgr.SetRecoveryData(RecoveryOperationInfo.ReadRecoveryFile(OperationRecorderBase.RecordDirectoryPath + "recovery_single.json"));
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}
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storyFinishTaskParam.recovery_data = dataMgr.RecoveryData.ToJson();
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}
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BattlePlayerPair battlePlayerPair = ins.GetBattlePlayerPair(isPlayer: true);
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BattleCardBase selfClass = ins.GetBattlePlayer(isPlayer: true).Class;
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storyFinishTaskParam.mission = dataMgr.MissionNecessaryInformation.GetMissionNecessaryInfo(battlePlayerPair, selfClass);
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base.Params = storyFinishTaskParam;
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}
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public void SetParameterNoBattle(bool isFinish, bool isSelectAnotherEnding, string chosenUnlockChapterId)
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{
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base.Params = new StoryFinishTaskParamNoBattle
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{
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story_id = _storyId,
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is_finish = (isFinish ? 1 : 0),
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is_select_another_end = isSelectAnotherEnding,
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selection_chapter_id = (isFinish ? chosenUnlockChapterId : null)
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};
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}
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protected override int Parse()
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{
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int num = base.Parse();
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