Files
SVSimServer/SVSim.BattleEngine/Engine/UICurveLabel.cs
gamer147 2d9a6eea4b 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>
2026-07-03 19:18:54 -04:00

110 lines
2.7 KiB
C#

using System;
using UnityEngine;
public class UICurveLabel : MonoBehaviour
{
[SerializeField]
private int _magnificationHeight;
[SerializeField]
private AnimationCurve _animationCurve;
private float _timeIntervalCharacter;
public void Init(string text)
{
if (text.Length <= 1)
{
_timeIntervalCharacter = 0f;
}
else
{
_timeIntervalCharacter = 1f / (float)(text.Length - 1);
}
}
public float GetTargetCharacterHeight(int inIndex)
{
return _animationCurve.Evaluate((float)inIndex * _timeIntervalCharacter) * (float)(-_magnificationHeight);
}
private float GetTargetCharacterAnimationCurveValue(float inTime)
{
return _animationCurve.Evaluate(inTime * _timeIntervalCharacter);
}
public Vector2[] SetTargetCharacterRotation(int inIndex, ref float v0x, ref float v0y, ref float v1x, ref float v1y)
{
Vector2 vector = default(Vector2);
Vector2 vector2 = default(Vector2);
if (inIndex == 0)
{
vector.x = 0f;
vector.y = GetTargetCharacterAnimationCurveValue(0f);
vector2.x = ((float)inIndex + 0.5f) * _timeIntervalCharacter;
vector2.y = GetTargetCharacterAnimationCurveValue((float)inIndex + 0.5f);
}
else
{
vector.x = ((float)inIndex - 0.5f) * _timeIntervalCharacter;
vector.y = GetTargetCharacterAnimationCurveValue((float)inIndex - 0.5f);
vector2.x = (float)inIndex * _timeIntervalCharacter;
vector2.y = GetTargetCharacterAnimationCurveValue(inIndex);
}
Vector2 vector3 = vector2 - vector;
float num = Mathf.Atan2(vector3.y, vector3.x);
float num2 = Mathf.Sin(num);
float num3 = Mathf.Cos(num);
Vector2 vector4 = new Vector2((v1x + v0x) / 2f, (v1y + v0y) / 2f);
Vector2[] array = new Vector2[4];
array[0].x = v0x;
array[0].y = v0y;
array[1].x = v0x;
array[1].y = v1y;
array[2].x = v1x;
array[2].y = v1y;
array[3].x = v1x;
array[3].y = v0y;
for (int i = 0; i < 4; i++)
{
float num4 = array[i].x - vector4.x;
float num5 = array[i].y - vector4.y;
array[i].x = num3 * num4 - num2 * num5;
array[i].y = num2 * num4 + num3 * num5;
array[i].x += vector4.x;
array[i].y += vector4.y;
}
Vector2[] array2 = new Vector2[4];
if (num < (float)Math.PI / 2f)
{
return array;
}
if (num < (float)Math.PI)
{
array2[0] = array[3];
array2[1] = array[0];
array2[2] = array[1];
array2[3] = array[2];
}
else if (num < 4.712389f)
{
array2[0] = array[2];
array2[1] = array[3];
array2[2] = array[0];
array2[3] = array[1];
}
else
{
array2[0] = array[1];
array2[1] = array[2];
array2[2] = array[3];
array2[3] = array[0];
}
for (int j = 0; j < 4; j++)
{
array[j] = array2[j];
}
return array;
}
}