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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@@ -7,56 +7,6 @@ namespace Wizard.Battle.UI
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public partial class BattleLogUtility
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{
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private delegate string FuncGetGainText(BattleCardBase gainFrom, int val1, SkillBase skill);
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private static bool _isInitializedStatic;
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private static Dictionary<CantAttackType, FuncGetCantAttackText> _cantAttackTextFunc;
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private static Dictionary<Type, BattleLogTextBuilderAttachSkill> _attachSkillTextFunc;
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private const string NETWORK_SKILL_PREFIX = "Network";
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public const char CARD_COUNT_CHAR = '×';
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public static void SetupStatic() { }
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public static string GetCardName(BattleCardBase card) => default!;
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public static string GetCardWithCountText(BattleCardBase card, int num) => default!;
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public static bool IsAddLogDeath(BattleCardBase card) => default!;
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public static string GetSkillTargetPlayerText(SkillBase skill) => default!;
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public static string BuildTextTurn(bool isSelfTurn, int turn) => default!;
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public static string BuildTextCost(int cost) => default!;
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public static string BuildTextMulliganChanged(int changedNum) => default!;
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public static string BuildTextSummon(BattleCardBase card, int summonCount) => default!;
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public static string BuildTextPlay(BattleCardBase card) => default!;
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public static string BuildTextEvolve() => default!;
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public static string BuildTextFusion() => default!;
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public static string BuildTextGeton() => default!;
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public static string BuildTextGetoff() => default!;
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public static void GetBuffValueStringFormatted(int addAttack, int addLife, ref string retAttack, ref string retLife, bool isMinusZeroAttack = false, bool isMinusZeroLife = false) { }
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public static string BuildTextBuffInHandAdd(int addAttack, int addLife, SkillBase skill, bool isTargetInOpponentHand = false) => default!;
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public static string BuildTextBuffInDeckAdd(SkillBase skill, bool isSelf, int addAttack, int addLife) => default!;
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public static string BuildTextBuffAdd(int addAttack, int addLife, bool isMinusZeroAttack = false, bool isMinusZeroLife = false) => default!;
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public static string BuildTextBuffAdd(int addAttack, int addLife, int gainAttack, int gainLife) => default!;
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public static string BuildTextBuffMultiply(int multiplyAttack, int multiplyLife) => default!;
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public static string BuildTextDamageCut(int cutAmount) => default!;
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public static string BuildTextHeal(BattleCardBase healBefore, int healAmount) => default!;
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public static string BuildTextDamage(BattleCardBase damageBefore, BattleCardBase damageAfter) => default!;
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public static string BuildTextDestroy(BattleCardBase destroyedCard) => default!;
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public static string BuildTextBanish() => default!;
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public static string BuildTextMetamorphose(BattleCardBase newCard, BattleCardBase oldCard, SkillBase skill = null, bool isTargetInOpponentHand = false, int metamorphoseCardID = 0) => default!;
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public static string BuildTextUniteMaterial() => default!;
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public static string BuildTextAwake() => default!;
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public static string BuildTextBerserk() => default!;
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public static string BuildTextNecromance() => default!;
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public static string BuildTextLose() => default!;
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public static string BuildTextLoseLastWords() => default!;
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public static string BuildTextRobLastWords() => default!;
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public static string BuildTextChangeClan(CardBasePrm.ClanType newClan, SkillBase skill, bool isTargetInOpponentHand = false) => default!;
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public static string BuildTextChangeTribe(CardBasePrm.TribeType newTribe, SkillBase skill, bool isTargetInOpponentHand = false) => default!;
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public static string BuildTextChangePlayCount(int cnt) => default!;
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public static string BuildTextTimingCallSkill(BattleCardBase card) => default!;
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public static string BuildTextTimingWhenPlay(BattleCardBase card) => default!;
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public static string BuildTextTimingWhenDestroy(BattleCardBase card) => default!;
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public static string BuildTextTimingOther(BattleCardBase card) => default!;
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public static string BuildTextCantAttack(CantAttackType type) => default!;
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public static string GetPlayerAndPlace(SkillBase skill, SkillFilterCreator.ContentKeyword place) => default!;
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public static string BuildTextRandomArray(int[] randomArray) => default!;
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public static string BuildTextAttachSkill(SkillBase attachedSkill, SkillBase skill, bool isBuffText, bool isKeyWordCodeDelete = true, bool isNow = true, bool isTargetInOpponentHand = false) => default!;
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public static string BuildAttachSkillText(SkillBase attachedSkill, bool isBuffText, bool isKeyWordCodeDelete = true, bool isNow = true) => default!;
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private static string DeleteKeywordCode(string battleLogText) => default!;
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}
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}
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