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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@@ -1,41 +1,9 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using LitJson;
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using UnityEngine;
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// AUTHORED SHIM (pass-5): ReplayDataHandler kept as minimal no-op subclass of
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// WatchDataHandler. Original auto-generated ctor chained `: base(nBattleMgr, room, ...)`
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// against a 5-arg WatchDataHandler ctor that referenced types (NetworkWatchBattleMgr,
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// RoomConnectController) scheduled for deletion; removed the ctor since nothing
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// constructs `new ReplayDataHandler(...)` anywhere. Methods are the two the
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// (still-live) NewReplayBattleMgr / NetworkReplayBattleMgr call.
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namespace Wizard.RoomMatch
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{
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public partial class ReplayDataHandler
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{
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private const float WAIT_TIME_SKILL_SELECT_START = 0f;
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private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f;
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private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f;
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private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f;
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private const float WAIT_TIME_SKILL_CHOICE_START = 0f;
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private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f;
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private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f;
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private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f;
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private const float WAIT_TIME_SKILL_FUSION_START = 0.5f;
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private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f;
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private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f;
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private readonly List<NetworkBattleDefine.NetworkBattleURI> ReplayExceptUriList;
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private readonly List<NetworkBattleReceiver.ReplayOperationType> _moveTurnConductOperationType;
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private readonly List<NetworkBattleSender.SELECT_SKILL_OPERATION> notResetForwardReplayOperationList;
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private NetworkReplayBattleMgr _networkReplayBattleMgr;
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private JsonData _stockReceiveReplayOperations;
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private int _operationIndex;
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public void SetOperationIndex(int index) { }
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public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { }
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protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
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public void Stop() { }
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protected void ParseBattleWatchData(Dictionary<string, object> received) { }
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protected void CheckConnection() { }
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protected IEnumerator StockDataPlayer() => default!;
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private IEnumerator NewStockDataPlayer() => default!;
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private void ResetForwardReplay(Dictionary<string, object> frontData) { }
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private float GetWaitTimeForSelectSkill(Dictionary<string, object> frontData) => default!;
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}
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}
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