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>
Step 5 of multi-instancing migration. GameMgr.GetIns() now resolves through
BattleAmbient.Require() (throws when no scope active — fail-fast since engine
callers unconditionally dereference). SessionBattleEngine now owns a single
BattleAmbientContext, pushed via BattleAmbient.Enter at Setup/Receive/all
~30 read accessors and Debug* seams.
EngineGlobalInit.WirePerSessionGameMgr extracted out of the _done-gated block:
GameMgr is now per-session (ctx.GameMgr is a fresh `new()` per SessionBattleEngine),
so the DataMgr chara ids + NetworkUserInfoData seeding must run every Setup, not
process-once. The wiring itself is already idempotent. Without this, second-or-
later sessions in a process NRE in NetworkBattleManagerBase.CreateBackgroundId.
Expected state: SVSim.BattleEngine.Tests have known-failing tests that don't
go through SessionBattleEngine (Task 6 wraps HeadlessFixture). SVSim.UnitTests
mostly recover; residual failures (deal-frame Accepted:false in conductor
integration tests) are captured in
data_dumps/task5-test-output/failing-tests-after-task5-node-postwrap.txt for
Task 7.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
First green of the M2 go/no-go probe: `new SingleBattleMgr(StandardBattleMgr-
ContentsCreator)` now builds the two-player pair fully headless against the shim,
no Unity runtime. Verdict: headless construction is feasible; every blocker was a
mechanical no-op shim fill or data seam, not a Unity/logic wall.
Shim fills (authored):
- GameMgr: lazy non-null DataMgr/PrefabMgr/InputMgr/SoundMgr/BattleControl.
- GameObject: lazy cached component model so GetComponent<T>/AddComponent<T> return
non-null no-op instances for Component-derived T (F1: unguarded view touches).
- Resources.Load(string): cached non-null GameObject so the prefab->Instantiate->
GetComponent chain (UnityEventAgent) yields a real object.
- ClassBattleCardViewBase: re-attach dropped IClassBattleCardView (no-op members);
ClassBattleCardBase.Setup casts the created view to it.
Engine copy (DP1/DP3 mis-cut fix):
- CardIconControl.cs copied verbatim (manifested) + generated null-stub deleted.
SplitAndCompleteIconStr is pure string logic on the resolution path that M1 had
wrongly stubbed as "View" -> null deref in SkillCreator.CreateBuildInfo.
Test harness (SVSim.BattleEngine.Tests, authored fixture):
- HeadlessContentsCreator/HeadlessPhaseCreator: deterministic replica of the solo
practice init (StandardBattleMgrContentsCreator + SingleBattlePhaseCreator) with
no-op recovery/replay managers.
- HeadlessCardMaster: reflects the loader cards.json dump into CardMaster.
- HeadlessMasterData: minimal Data.Master (class-character list, empty collections)
+ Data.Load + player/enemy chara ids.
- ConstructionProbeTests.SingleBattleMgr_constructs_headless — GREEN.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- VFX: SequentialVfxPlayer.GetAllVfxAsList, ParallelVfxPlayer.GetVfxList,
VfxMgr.CheckAndAddEffectVfxList; point our own ShowBattleUIImmediatelyVfx stub at
NullVfx.GetInstance() (it called a non-existent NullVfx.Create).
- Static factories: SkillTargetSelectTouchProcessor.Create (10-arg),
DialogReportToManagement.Create(long).
- Re-add StartSkillSelectVfx.OnStart event (m1_stub_gen drops `event` decls — the
recurring session-6 gap; generator event-capture fix still pending).
- Stop the BattleCardView/GameObjMgr ctor cascade: parameterless ctors on the no-op
BattleCardView and GameObjMgr hand shims so non-chaining subclass/field stubs satisfy
their implicit base() call.
- Copy Cute/ListExtensions.cs (FisherYatesShuffle extension) verbatim into Engine.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.
CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Generate the COMPLETE decomp member surface (not frontier-subset, which silently drops
already-provided members) for UIManager(+ViewScene/ChangeViewSceneParam), GameObjMgr,
BattleLogManager/Item, InPlayCardFrameEffectControl. UIManager/Footer base fixes:
UIManager is MonoBehaviour (singleton kept by hand via --exclude); Footer is the copied
Engine type (removed the conflicting global shim). Add HUDMode enum, Wizard manager
return-type stubs, and a closure-stubs file for 7 referenced empties.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>