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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@@ -16,12 +16,9 @@ namespace Wizard.Battle.View.Vfx
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public class VfxBase
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{
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public virtual bool IsEnd { get; protected set; } = true;
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public virtual string CurrentVfxName => GetType().ToString();
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public virtual void Update(float dt, List<IEffectVfx> effectVfxList) { }
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public virtual void Play() { }
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public virtual VfxBase Cancel() => this;
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public virtual bool IsVfxNonEmpty() => false;
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public virtual List<string> GetVfxNames() => new List<string>();
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}
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public sealed class NullVfx : VfxBase
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@@ -62,8 +59,6 @@ namespace Wizard.Battle.View.Vfx
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public static SequentialVfxPlayer Create(params VfxBase[] vfxCollection)
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{ var p = new SequentialVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
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public void Register(VfxBase vfx) { if (vfx != null) _children.Add(vfx); }
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public int Count() => _children.Count;
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public List<VfxBase> GetAllVfxAsList() => new List<VfxBase>(_children);
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public override bool IsVfxNonEmpty()
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{
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foreach (var c in _children) { if (c != null && c.IsVfxNonEmpty()) return true; }
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@@ -124,32 +119,19 @@ namespace Wizard.Battle.View.Vfx
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public VfxWith(VfxBase vfx, T1 value1, T2 value2) { Vfx = vfx; Value_1 = value1; Value_2 = value2; }
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}
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// m1_stub_gen drops `event` decls (session-6 gap) — re-add StartSkillSelectVfx.OnStart
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// that its generated stub lost. Re-check this if CS1061 on an event name recurs.
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public partial class StartSkillSelectVfx { public event System.Action OnStart; }
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public class EvolveVfxBase : VfxBase { }
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public partial class CanNotTouchCardVfx : VfxBase { }
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public partial interface ICardVfxCreator { }
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public interface IBattleCardVfxCreator { }
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// The VFX manager: headless, registration is suppressed (real VfxMgr early-returns
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// when IsForecast; we no-op unconditionally since we never pump the render loop).
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public class VfxMgr
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{
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public virtual bool IsEnd => true;
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public string CurrentVfxName => "";
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public int CurrentVfxTime => 0;
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public void RegisterImmediateVfx<T>(T vfx) where T : VfxBase { }
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public void Register<T>(T vfx) where T : VfxBase { }
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public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
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public Queue<VfxBase> GetSequentialVfxQueues() => new Queue<VfxBase>();
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public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
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public static void CheckAndAddEffectVfxList(VfxBase vfx, List<IEffectVfx> effectVfxList) { }
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public virtual void Update(float dt) { }
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public virtual void Cancel() { }
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public void Dispose() { }
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public void Clear() { }
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}
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}
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