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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@@ -6,29 +6,12 @@ namespace Wizard.Battle.Operation;
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public static class OperationSimulator
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{
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public static BattlePlayerPair Attack(BattlePlayerPair sourcePair, IBattleCardUniqueID attackCardId, IBattleCardUniqueID targetCardId, bool isPrediction = false, Action<BattlePlayerPair> OnVirtualPairCloned = null)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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if (isPrediction)
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{
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Prediction.ChangeFilters(battlePlayerPair);
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}
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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new ActionProcessor(battlePlayerPair).Attack(attackCardId, targetCardId);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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public static BattlePlayerPair Play(BattlePlayerPair sourcePair, IBattleCardUniqueID playCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null, Action<BattleCardBase> playCardSkillEvent = null)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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@@ -39,8 +22,8 @@ public static class OperationSimulator
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battlePlayerPair.Self.SetupActionProcessorEvent(actionProcessor);
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battlePlayerPair.Opponent.SetupActionProcessorEvent(actionProcessor);
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actionProcessor.PlayCard(battleCardBase, first);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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@@ -74,17 +57,17 @@ public static class OperationSimulator
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public static BattlePlayerPair Evolve(BattlePlayerPair sourcePair, IBattleCardUniqueID evolutionCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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BattleCardBase[] first = Evolve_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
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BattleCardBase card = battlePlayerPair.Self.ClassAndInPlayCardList.FindFromCardId(evolutionCardId);
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new ActionProcessor(battlePlayerPair).Evolution(card, first);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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@@ -140,24 +123,11 @@ public static class OperationSimulator
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return null;
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}
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public static BattlePlayerPair TurnEnd(BattlePlayerPair sourcePair)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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battlePlayerPair.Self.GetTurnEndSkillProcess().Process(battlePlayerPair);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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public static BattlePlayerPair TurnStart(BattlePlayerPair sourcePair)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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battlePlayerPair.Self.IsSelfTurn = true;
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@@ -172,8 +142,8 @@ public static class OperationSimulator
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inPlayCard2.OpponentTurnStart(skillProcessor);
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}
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skillProcessor.Process(battlePlayerPair);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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}
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@@ -1,5 +1,9 @@
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using Wizard.Battle.Card;
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using Wizard.Battle.Resource;
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// TODO(engine-cleanup-pass2): 2 of 3 methods unrun in baseline
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// Type: Wizard.Battle.Operation.SimulateSkillCreator
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Operation;
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@@ -2,7 +2,6 @@ namespace Wizard.Battle.Operation;
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public enum SimulationSelection
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{
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Random,
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All,
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None
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}
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@@ -58,7 +58,7 @@ public abstract class SkillOperationCommandBase : IOperationCommand
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protected VfxWith<List<BattleCardBase>> GetSkillSelectedCardsWithVfx(BattleCardBase card, bool isEvolution, Func<bool, VfxBase> func = null)
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{
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BattleManagerBase ins = BattleManagerBase.GetIns();
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BattleManagerBase ins = card.GetBuildInfo.BattleMgr; // Pre-Phase-5b: mgr via card's build info
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List<SkillBase> list = card.GetSelectTypeSkill(isEvolution).ToList();
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SkillCollectionBase source = (isEvolution ? card.EvolutionSkills : card.NormalSkills);
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VfxBase vfx = NullVfx.GetInstance();
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