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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72
SVSim.BattleEngine.Tests/Coverage/CoverageRecorder.cs
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72
SVSim.BattleEngine.Tests/Coverage/CoverageRecorder.cs
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extern alias engine;
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using System.Collections.Concurrent;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using HarmonyLib;
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namespace SVSim.BattleEngine.Tests.Coverage;
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/// <summary>Harmony-prefix-based method-invocation logger over SVSim.BattleEngine.dll.
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/// Idempotent: Install is safe to call from every fixture's [OneTimeSetUp]; only the first
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/// call patches.</summary>
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public static class CoverageRecorder
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{
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private static readonly ConcurrentDictionary<string, byte> _hit = new();
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private static readonly Harmony _h = new("svsim.engine.coverage");
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private static bool _installed;
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private static readonly object _gate = new();
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public static int HitCount => _hit.Count;
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public static void Reset() => _hit.Clear();
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public static void Install()
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{
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lock (_gate)
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{
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if (_installed) return;
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_installed = true;
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}
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var asm = typeof(engine::BattleManagerBase).Assembly;
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var prefix = AccessTools.Method(typeof(CoverageRecorder), nameof(Hit));
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var hm = new HarmonyMethod(prefix);
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foreach (var t in asm.GetTypes())
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{
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var ns = t.FullName ?? string.Empty;
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// Only engine + shim types — skip framework/3rd-party that happens to be co-located.
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if (!ns.StartsWith("SVSim.BattleEngine.") &&
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!ns.StartsWith("Wizard.") &&
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!ns.StartsWith("Cute.") &&
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!ns.StartsWith("Toolbox.") &&
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!ns.StartsWith("UnityEngine.")) continue;
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if (t.IsGenericTypeDefinition) continue;
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var members = t.GetMethods(BindingFlags.Instance | BindingFlags.Static |
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BindingFlags.Public | BindingFlags.NonPublic |
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BindingFlags.DeclaredOnly);
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foreach (var m in members)
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{
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if (m.IsAbstract) continue;
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if (m.ContainsGenericParameters) continue;
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if (m.GetMethodBody() is null) continue;
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try { _h.Patch(m, prefix: hm); } catch { /* generic/inlined; skipped */ }
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}
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}
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}
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public static void Dump(string path)
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{
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Directory.CreateDirectory(Path.GetDirectoryName(path)!);
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File.WriteAllLines(path, _hit.Keys.OrderBy(k => k));
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}
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private static void Hit(MethodBase __originalMethod)
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{
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var t = __originalMethod.DeclaringType;
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if (t is null) return;
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_hit.TryAdd($"{t.FullName}.{__originalMethod.Name}", 0);
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}
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}
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