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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@@ -22,7 +22,7 @@ public class SingleBattleOperationRecorder : OperationRecorderBase
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_setupJsonData["player"].SetJsonType(JsonType.Object);
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_setupJsonData["enemy"] = new JsonData();
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_setupJsonData["enemy"].SetJsonType(JsonType.Object);
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DataMgr.SpecialBattleSetting specialBattleSettingInfo = GameMgr.GetIns().GetDataMgr().SpecialBattleSettingInfo;
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DataMgr.SpecialBattleSetting specialBattleSettingInfo = null; // Pre-Phase-5b: SpecialBattleSettingInfo headless-null
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if (specialBattleSettingInfo != null)
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{
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RecordSpecialBattleSetting(specialBattleSettingInfo);
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@@ -30,11 +30,6 @@ public class SingleBattleOperationRecorder : OperationRecorderBase
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WriteJsonData();
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}
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public void ClearTempRecoveryFilePath()
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{
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_tempRecoveryFilePath = string.Empty;
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}
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public override void RecordBattleType(DataMgr.BattleType battleType)
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{
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_battleType = battleType;
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@@ -491,7 +486,7 @@ public class SingleBattleOperationRecorder : OperationRecorderBase
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_setupJsonData["story_special_battle_banish_effect_override"] = setting.BanishEffectOverRideText;
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_setupJsonData["story_special_battle_token_draw_effect_override"] = setting.TokenDrawEffectOverrideText;
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_setupJsonData["story_special_battle_special_token_draw_effect_override"] = setting.SpecialTokenDrawEffectOverrideText;
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_setupJsonData["story_special_battle_skip_result"] = (int)GameMgr.GetIns().GetDataMgr().SkipStorySpecialBattleResult;
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_setupJsonData["story_special_battle_skip_result"] = 0; // Pre-Phase-5b: SkipStorySpecialBattleResult headless-0
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WriteJsonData();
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}
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}
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@@ -530,32 +525,11 @@ public class SingleBattleOperationRecorder : OperationRecorderBase
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jsonData["check"]["player"].SetJsonType(JsonType.Object);
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jsonData["check"]["enemy"] = new JsonData();
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jsonData["check"]["enemy"].SetJsonType(JsonType.Object);
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BattlePlayer battlePlayer = BattleManagerBase.GetIns().BattlePlayer;
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BattleEnemy battleEnemy = BattleManagerBase.GetIns().BattleEnemy;
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JsonData jsonData2 = new JsonData();
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jsonData2.SetJsonType(JsonType.Array);
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JsonData jsonData3 = new JsonData();
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jsonData3.SetJsonType(JsonType.Array);
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JsonData jsonData4 = new JsonData();
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jsonData4.SetJsonType(JsonType.Array);
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JsonData jsonData5 = new JsonData();
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jsonData5.SetJsonType(JsonType.Array);
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foreach (BattleCardBase handCard in battlePlayer.HandCardList)
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{
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jsonData2.Add(handCard.GetName());
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}
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foreach (BattleCardBase inPlayCard in battlePlayer.InPlayCards)
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{
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jsonData3.Add(inPlayCard.GetName());
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}
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foreach (BattleCardBase handCard2 in battleEnemy.HandCardList)
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{
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jsonData4.Add(handCard2.GetName());
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}
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foreach (BattleCardBase inPlayCard2 in battleEnemy.InPlayCards)
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{
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jsonData5.Add(inPlayCard2.GetName());
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}
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// Pre-Phase-5b: check-block state snapshot dropped headless (no mgr in scope in WriteJsonData)
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JsonData jsonData2 = new JsonData(); jsonData2.SetJsonType(JsonType.Array);
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JsonData jsonData3 = new JsonData(); jsonData3.SetJsonType(JsonType.Array);
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JsonData jsonData4 = new JsonData(); jsonData4.SetJsonType(JsonType.Array);
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JsonData jsonData5 = new JsonData(); jsonData5.SetJsonType(JsonType.Array);
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jsonData["check"]["player"]["hand"] = jsonData2;
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jsonData["check"]["player"]["inplay"] = jsonData3;
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jsonData["check"]["enemy"]["hand"] = jsonData4;
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