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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@@ -60,11 +60,9 @@ internal static class EngineGlobalInit
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public static void EnsureInitialized()
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{
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// GameMgr is now per-session (BattleAmbientContext.GameMgr), so its DataMgr/NetworkUserInfoData
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// wiring must run on EVERY call — once-per-process gating it (under _done) leaves a second-or-
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// later session with an unwired ctx.GameMgr and NREs in NetworkBattleManagerBase.CreateBackgroundId.
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// The wiring itself is idempotent (zero-or-null guards), so re-running is safe.
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WirePerSessionGameMgr();
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// Phase-5 chunk 46: per-session GameMgr wiring moved to SessionBattleEngine.SetupInternal
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// where the session's own GameMgr is in scope. EnsureInitialized only handles the true
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// process-globals below.
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if (_done) return;
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lock (_gate)
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@@ -86,14 +84,15 @@ internal static class EngineGlobalInit
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.SetValue(null, new Crossover());
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}
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// Suppress VFX / take the virtual-battle resolution path (no live view layer).
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BattleManagerBase.IsForecast = true;
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// Phase-5 chunk 43: was `BattleManagerBase.IsForecast = true` — a static ambient-bridge
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// write that ran before any mgr was constructed, so it stashed in ambient.IsForecast for
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// pre-Phase-5 propagation onto the mgr's InstanceIsForecast at attach. With chunk 42's
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// ambient rip that propagation is gone and the write became a silent no-op. Init here is
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// now redundant: BattleManagerBase.InstanceIsForecast = true by default.
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// Post-Task-8: BattleRecoveryInfo lives on the per-session BattleAmbientContext (RecoveryInfo,
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// pre-seeded with an uninitialized no-op instance in SessionBattleEngine's field initializer).
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// Each session owns its own (IsMulliganEnd=false default), so the MulliganMgrBase.StartDeal
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// read resolves per-session — the historical process-global Data.BattleRecoveryInfo write that
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// lived here was dead the moment the ambient seam landed (reviewer-flagged in Task 7).
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// BattleRecoveryInfo lives on the mgr instance itself (InstanceRecoveryInfo). Historical
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// process-global write here was dead the moment the mgr's per-instance slot landed
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// (Task 7 / Phase-5a).
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// --- static CardMaster (full cards.json) ----------------------------------------------
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// ALWAYS rebuild + re-inject the FULL master. We must not defer to a possibly-thin
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@@ -121,46 +120,31 @@ internal static class EngineGlobalInit
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udidField.SetValue(null, "headless-udid");
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// --- Cute.Certification.viewer_id ------------------------------------------------------
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// Post-Task-8: viewer id lives on the per-session BattleAmbientContext (ViewerId, init-only).
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// SessionBattleEngine seeds it from ThisViewerId in its field initializer and enters the
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// ambient on every Setup/Receive — so the engine's Certification.ViewerId getter
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// (BattleAmbient.Require().ViewerId) always resolves cleanly when the engine code is
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// reached. The reflection write that used to seed `Certification._viewerIdFallback` is now
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// dead (the static is deleted). Left as a comment-only marker so the design intent (this
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// viewer id defines the engine's "player" perspective for the IsRecovery target parse)
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// stays discoverable from the global init path.
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// Viewer id lives on the mgr instance (InstanceViewerId, default 1001 = ThisViewerId).
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// Certification.ViewerId's static getter reads the mgr via GetIns()?.InstanceViewerId
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// — no seeding needed here.
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_done = true;
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}
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}
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// Per-session GameMgr wiring: under the ambient seam, GameMgr.GetIns() resolves to the SESSION's
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// BattleAmbientContext.GameMgr — a fresh instance per SessionBattleEngine. So the DataMgr chara ids
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// and NetworkUserInfoData seeding must run on every Setup, not just process-once. The reflection
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// helpers below are idempotent (SetFieldIfZeroOrNull is a no-op once set; netUser is null-guarded).
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private static void WirePerSessionGameMgr()
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// Per-session GameMgr wiring: seeds DataMgr chara ids + NetworkUserInfoData on the session's own
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// GameMgr. Caller (SessionBattleEngine.SetupInternal) passes _gameMgr BEFORE mgr construction so
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// the base ctor's BattlePlayer/DataMgr reads resolve. Idempotent (SetFieldIfZeroOrNull no-ops once
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// set; netUser is null-guarded).
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public static void WirePerSessionGameMgr(GameMgr gm)
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{
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// --- GameMgr DataMgr leader chara ids --------------------------------------------------
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// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
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// AvatarBattle info (more null statics) the resolution path doesn't need. Idempotent
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// (plain assignment); only meaningful when still 0.
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var dm = GameMgr.GetIns().GetDataMgr();
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var dm = gm.GetDataMgr();
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SetFieldIfZeroOrNull(dm, "_playerCharaId", PlayerCharaId);
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SetFieldIfZeroOrNull(dm, "_enemyCharaId", EnemyCharaId);
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// --- NetworkUserInfoData (background lookup on the network mgr's CreateBackgroundId) ----
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// NetworkBattleManagerBase.CreateBackgroundId reads
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// GameMgr.GetIns().GetNetworkUserInfoData().GetFieldId() when the RecoveryManager yields no
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// bg id. GameMgr leaves _netUser null with no lazy init; seed a no-op instance whose
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// _selfInfo carries just fieldId=1 (== ForestField, a valid background). Only seed when
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// absent so a HeadlessEngineEnv-set instance is preserved.
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if (GameMgr.GetIns().GetNetworkUserInfoData() == null)
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if (gm.GetNetworkUserInfoData() == null)
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{
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var netUser = new NetworkUserInfoData();
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netUser.SetSelfInfo(
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new Dictionary<string, object> { ["fieldId"] = 1 },
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isWatchReplayRecovery: false);
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GameMgr.GetIns().SetNetworkUserInfoData(netUser);
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gm.SetNetworkUserInfoData(netUser);
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}
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}
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