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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@@ -186,10 +186,10 @@ public sealed class BattleSession
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if (A is RealParticipant rpA) rpA.Outbound.Clear();
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if (B is RealParticipant rpB) rpB.Outbound.Clear();
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// Per-session BattleAmbientContext on the engine isolates per-battle state across concurrent
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// sessions (Task 7 of multi-instancing migration), so the historical single-active-engine gate
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// (and its matching try/finally Release) is gone — engine setup is unconditional per session,
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// and there is no teardown obligation that must run on a throw from the participant tear-down.
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// Per-session mgr instance (Phase-5 ambient rip, chunk 47) isolates per-battle state across
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// concurrent sessions, so the historical single-active-engine gate (and its matching
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// try/finally Release) is gone — engine setup is unconditional per session, and there is no
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// teardown obligation that must run on a throw from the participant tear-down.
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await Task.WhenAll(
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A.TerminateAsync(BattleFinishReason.NormalFinish),
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B.TerminateAsync(BattleFinishReason.NormalFinish))
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@@ -278,10 +278,10 @@ public sealed class BattleSession
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{
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case NetworkBattleUri.Deal when !_engineDealFed:
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_engineDealFed = true;
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_log.LogWarning("BattleSession {Bid}: DEAL DIAG BEFORE: {Diag}",
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_log.LogDebug("BattleSession {Bid}: DEAL diag BEFORE: {Diag}",
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BattleId, _engine.DiagnoseDealState());
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ShadowFeed(frame, isPlayerSeat: true, "Deal");
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_log.LogWarning("BattleSession {Bid}: DEAL DIAG AFTER: {Diag}",
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_log.LogDebug("BattleSession {Bid}: DEAL diag AFTER: {Diag}",
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BattleId, _engine.DiagnoseDealState());
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break;
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@@ -338,12 +338,12 @@ public sealed class BattleSession
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if (_engineSetupAttempted) return;
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_engineSetupAttempted = true;
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// Per-session BattleAmbientContext on the engine isolates per-battle state across concurrent
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// sessions (Task 7 of multi-instancing migration), so the historical single-active-engine gate
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// (EngineSessionGate.TryAcquire) is gone and engine setup is unconditional. A genuine setup
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// failure still surfaces via ComputeFrames' shadow-engine try/catch (it logs + swallows so the
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// relay never sees an engine exception, ND6), and IsReady stays false in that case so
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// ShadowIngest/ShadowFeedServerFrames no-op for the rest of the battle.
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// Per-session mgr instance (Phase-5 ambient rip, chunk 47) isolates per-battle state across
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// concurrent sessions, so the historical single-active-engine gate (EngineSessionGate.TryAcquire)
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// is gone and engine setup is unconditional. A genuine setup failure still surfaces via
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// ComputeFrames' shadow-engine try/catch (it logs + swallows so the relay never sees an engine
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// exception, ND6), and IsReady stays false in that case so ShadowIngest/ShadowFeedServerFrames
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// no-op for the rest of the battle.
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//
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// Seed the engine's StableRandom with BattleSeeds.Stable(MasterSeed) — the SAME value the
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// Matched frame ships to both clients (InitBattleHandler.cs:28). The clients seed their
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@@ -362,6 +362,14 @@ public sealed class BattleSession
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private void ShadowIngest(IBattleParticipant from, MsgEnvelope env)
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{
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if (!_engine.IsReady) return;
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// Node-only handshake URIs (InitNetwork, InitBattle) have no counterpart on the engine's
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// NetworkBattleURI enum — they're pure relay plumbing (see InitNetworkHandler /
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// InitBattleHandler). Feeding them to the engine's MapUri throws ArgumentException that
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// the outer try/catch swallows, but produces a per-frame warn+stack-trace for every
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// battle setup. Skip at the ingest source rather than plumb an ignore-branch through the
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// engine (the whole point of the shadow being separate is that node protocol changes
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// shouldn't require engine touches).
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if (env.Uri is NetworkBattleUri.InitNetwork or NetworkBattleUri.InitBattle) return;
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bool isPlayerSeat = ReferenceEquals(from, A);
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var r = _engine.Receive(env, isPlayerSeat);
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if (r.Diverged)
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