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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@@ -3,6 +3,10 @@ using System.Collections.Generic;
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using Cute;
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using Wizard.Battle.Mulligan;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 6 of 11 methods unrun in baseline
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// Type: Wizard.Battle.Phase.NetworkMulliganPhase
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Phase;
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@@ -22,7 +26,7 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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: base(battleMgr)
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{
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_networkBattleMgr = battleMgr;
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if (GameMgr.GetIns().IsAINetwork)
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if (_networkBattleMgr.GameMgr.IsAINetwork)
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{
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_singleMulliganMgr = new SingleMulliganMgr();
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}
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@@ -31,7 +35,7 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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_networkMulliganMgr = new NetworkMulliganMgr(sender);
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}
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IMulliganMgr mulliganMgr;
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if (!GameMgr.GetIns().IsAINetwork)
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if (!_networkBattleMgr.GameMgr.IsAINetwork)
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{
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IMulliganMgr networkMulliganMgr = _networkMulliganMgr;
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mulliganMgr = networkMulliganMgr;
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@@ -60,12 +64,12 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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IMulliganMgr mulliganMgr = _mulliganMgr;
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mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
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{
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if (GameMgr.GetIns().IsAINetwork)
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if (_networkBattleMgr.GameMgr.IsAINetwork)
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{
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SingleMulliganMgr singleMulligan = _mulliganMgr as SingleMulliganMgr;
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OnNetworkAlive = (Action)Delegate.Combine(OnNetworkAlive, (Action)delegate
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{
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singleMulligan.AIMulliganEndAction();
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singleMulligan.AIMulliganEndAction(_networkBattleMgr);
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OnNetworkAlive = null;
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});
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}
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@@ -74,7 +78,7 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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public override VfxWith<IPhase> Update(float dt)
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{
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if (GameMgr.GetIns().IsAINetwork && ToolboxGame.RealTimeNetworkAgent != null && ToolboxGame.RealTimeNetworkAgent.PlayerNetworkStatus.IsAlive)
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if (_networkBattleMgr.GameMgr.IsAINetwork && _networkBattleMgr.InstanceNetworkAgent != null && _networkBattleMgr.InstanceNetworkAgent.PlayerNetworkStatus.IsAlive)
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{
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OnNetworkAlive.Call();
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}
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@@ -83,7 +87,7 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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public void MulliganEventSetting()
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{
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if (!GameMgr.GetIns().IsAINetwork)
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if (!_networkBattleMgr.GameMgr.IsAINetwork)
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{
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OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
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operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Combine(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
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@@ -99,7 +103,7 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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public override VfxBase Teardown()
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{
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VfxBase result = base.Teardown();
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if (GameMgr.GetIns().IsAINetwork)
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if (_networkBattleMgr.GameMgr.IsAINetwork)
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{
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return result;
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}
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@@ -119,13 +123,13 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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LocalLog.AccumulateLastTraceLog("EndMulligan");
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(this.OnEndMulligan.GetAllFuncVfxResults());
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sequentialVfxPlayer.Register(GameMgr.GetIns().IsAINetwork ? _singleMulliganMgr.CompleteMulligan(_networkBattleMgr) : _networkMulliganMgr.CompleteMulligan(_networkBattleMgr));
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sequentialVfxPlayer.Register(_networkBattleMgr.GameMgr.IsAINetwork ? _singleMulliganMgr.CompleteMulligan(_networkBattleMgr) : _networkMulliganMgr.CompleteMulligan(_networkBattleMgr));
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return sequentialVfxPlayer;
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}
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protected virtual VfxBase ReceivePlayerMulligan(List<int> mulliganAfterCardIndexes)
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{
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if (GameMgr.GetIns().IsAINetwork)
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if (_networkBattleMgr.GameMgr.IsAINetwork)
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{
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return NullVfx.GetInstance();
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}
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@@ -136,7 +140,7 @@ public class NetworkMulliganPhase : MulliganPhaseBase
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protected VfxBase ReceiveOpponentMulligan(List<int> mulliganAfterCardIndexes)
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{
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LocalLog.AccumulateLastTraceLog("ReceiveOpponentMulligan");
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if (GameMgr.GetIns().IsAINetwork)
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if (_networkBattleMgr.GameMgr.IsAINetwork)
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{
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return NullVfx.GetInstance();
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}
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