1ba75c565a1a7091020737fcaa4ea48726367c63
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>
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
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