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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@@ -2,87 +2,10 @@ namespace Wizard.Battle.UI;
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public enum LogType
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{
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Null,
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Turn,
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Cost,
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MulliganChanged,
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BuffAdd,
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BuffMultiply,
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BuffSetAttack,
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BuffSetLife,
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BuffAddMaxLife,
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BuffInHandAdd,
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Gain,
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AttachSkill,
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Heal,
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HealSkill,
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Damage,
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DamageSkill,
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CantAttack,
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ChantCount,
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GiveWhiteRitualStack,
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DepriveWhiteRitualStack,
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AttackCountRecovery,
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ChangeDeck,
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PlayChoice,
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Attack,
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AttackCounter,
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Metamorphose,
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UniteMaterial,
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Play,
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Summon,
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WhenPlay,
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WhenDestroy,
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WhenLeave,
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WhenAttackSelfAndOtherAfter,
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OtherEffect,
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EP,
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PP,
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PPMax,
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AddCost,
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SetCost,
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DrawToken,
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DrawCard,
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Enhance,
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Accelerate,
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Crystallize,
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OverDraw,
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OverDrawOnTurnStartDraw,
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UsePp,
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OpenDrawCard,
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ReturnCard,
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Discard,
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BanishHand,
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BanishDeck,
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Destroy,
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Banish,
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Evolution,
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EvolutionSkill,
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ChangeCemetery,
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AwakeBySkill,
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AwakeByTurnStart,
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BerserkBySkill,
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BerserkByWar,
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Necromance,
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Lose,
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ChangeClan,
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ChangeTribe,
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ChangePlayCount,
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BattleLogCardList,
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DeckSummonCardList,
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FusionInfoList,
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FusionIngredientList,
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BurialRite,
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ShortageDeckWin,
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CopiedSkill,
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RandomArray,
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Fusion,
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FusionIngredient,
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ClearDestroyedCardList,
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ClearSummonedCardList,
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Geton,
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GetonIngredient,
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GetoffIngredient,
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ReserveToken,
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NotConsumeEp
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}
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Necromance}
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@@ -23,7 +23,6 @@ public enum SkillGainType
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Indestructible,
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CantActivateFanfare,
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CantActivateShortageDeckWin,
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ForceAttack,
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ForceSkillTarget,
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AttractSkillTarget,
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Independent,
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@@ -34,14 +33,8 @@ public enum SkillGainType
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DecreaseTurnPP,
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CantPlayUnit,
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CantSummon,
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RepeatFanfare,
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RepeatLastWord,
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DamageCut,
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AttackByLife,
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Reflection,
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DontConsumeEp,
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RobLastWords,
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ShortageDeckWin,
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NotDecreasePP,
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Max
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}
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NotDecreasePP}
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