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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@@ -54,6 +54,7 @@ public class LeaderSkinController : SVSimController
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}
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var viewer = await _db.Viewers
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.AsSplitQuery()
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.Include(v => v.Classes).ThenInclude(c => c.Class)
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.Include(v => v.Classes).ThenInclude(c => c.LeaderSkin)
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.Include(v => v.LeaderSkins)
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@@ -115,6 +116,7 @@ public class LeaderSkinController : SVSimController
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.ToListAsync()).ToHashSet();
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var series = await _db.LeaderSkinShopSeries
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.AsSplitQuery()
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.Where(s => s.IsEnabled)
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.Include(s => s.SetCompletionRewards)
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.Include(s => s.Products.Where(p => p.IsEnabled)).ThenInclude(p => p.Rewards)
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@@ -274,6 +276,7 @@ public class LeaderSkinController : SVSimController
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if (!TryGetViewerId(out long viewerId)) return Unauthorized();
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var series = await _db.LeaderSkinShopSeries
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.AsSplitQuery()
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.Include(s => s.SetCompletionRewards)
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.Include(s => s.Products.Where(p => p.IsEnabled))
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.FirstOrDefaultAsync(s => s.Id == request.SeriesId);
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@@ -166,6 +166,39 @@ public sealed class RankBattleController : ControllerBase
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var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), ct);
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// Human-PvP path: stash battle context so the /finish handler can compose a
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// ViewerBattleHistory row. Mirrors the ArenaTwoPick and AI-start hooks. Without
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// this, /unlimited_rank_battle/finish and /rotation_rank_battle/finish always find
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// a null context and BattleHistoryWriter no-ops (see live server_log 2026-07-02).
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// Opponent identity is not yet plumbed through the resolver result (same gap as
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// ArenaTwoPick — see its comment); zero placeholders until MatchContext carries the
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// second player forward.
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if (r.BattleId is not null && long.TryParse(r.BattleId, out var battleIdLong))
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{
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_battleContextStore.Set(vid, new BattleContext(
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BattleId: battleIdLong,
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// Wire battle_type: 2 = rank battle (per docs/api-spec/common/types.ts.md
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// #battle-types), same value the AI variant uses (mode is disambiguated
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// by URL, not by battle_type).
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BattleType: 2,
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DeckFormat: format.ToApi(),
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TwoPickType: 0,
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SelfClassId: (int)ctx.ClassId,
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SelfSubClassId: 0,
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SelfCharaId: int.TryParse(ctx.CharaId, out var ch) ? ch : 0,
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SelfRotationId: "0",
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OpponentViewerId: 0,
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OpponentName: "",
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OpponentClassId: 0,
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OpponentSubClassId: 0,
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OpponentCharaId: 0,
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OpponentCountryCode: "",
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OpponentEmblemId: 0,
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OpponentDegreeId: 0,
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OpponentRotationId: "0",
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BattleStartTime: DateTime.UtcNow));
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}
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return Ok(new DoMatchingResponseDto
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{
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MatchingState = r.MatchingState,
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@@ -49,6 +49,7 @@ public class SleeveController : SVSimController
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var ownedSleeveIds = cosmeticsForInfo.SleeveIds.Select(id => (long)id).ToHashSet();
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var series = await _db.SleeveShopSeries
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.AsSplitQuery()
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.Where(s => s.IsEnabled)
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.Include(s => s.Products.Where(p => p.IsEnabled)).ThenInclude(p => p.Rewards)
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.OrderBy(s => s.Id)
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