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>
192 lines
4.1 KiB
C#
192 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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using AnimationOrTween;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/Interaction/Toggle")]
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public class UIToggle : UIWidgetContainer
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{
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public delegate bool Validate(bool choice);
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public static BetterList<UIToggle> list = new BetterList<UIToggle>();
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public static UIToggle current;
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public int group;
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public UIWidget activeSprite;
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public Animation activeAnimation;
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public Animator animator;
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public UITweener tween;
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public bool startsActive;
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public bool instantTween;
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public bool optionCanBeNone;
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public List<EventDelegate> onChange = new List<EventDelegate>();
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public Validate validator;
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[HideInInspector]
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[SerializeField]
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private GameObject eventReceiver;
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[HideInInspector]
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[SerializeField]
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private string functionName = "OnActivate";
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private bool mIsActive = true;
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private bool mStarted;
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public bool value
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{
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get
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{
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if (!mStarted)
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{
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return startsActive;
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}
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return mIsActive;
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}
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set
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{
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if (!mStarted)
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{
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startsActive = value;
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}
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else if (group == 0 || value || optionCanBeNone || !mStarted)
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{
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Set(value);
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}
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}
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}
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public void Set(bool state)
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{
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if (validator != null && !validator(state))
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{
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return;
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}
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if (!mStarted)
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{
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mIsActive = state;
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startsActive = state;
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if (activeSprite != null)
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{
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activeSprite.alpha = (state ? 1f : 0f);
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}
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}
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else
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{
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if (mIsActive == state)
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{
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return;
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}
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if (group != 0 && state)
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{
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int num = 0;
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int size = list.size;
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while (num < size)
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{
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UIToggle uIToggle = list[num];
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if (uIToggle != this && uIToggle.group == group)
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{
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uIToggle.Set(state: false);
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}
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if (list.size != size)
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{
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size = list.size;
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num = 0;
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}
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else
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{
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num++;
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}
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}
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}
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mIsActive = state;
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if (activeSprite != null)
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{
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if (instantTween || !NGUITools.GetActive(this))
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{
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activeSprite.alpha = (mIsActive ? 1f : 0f);
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}
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else
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{
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TweenAlpha.Begin(activeSprite.gameObject, 0.15f, mIsActive ? 1f : 0f);
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}
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}
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if (current == null)
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{
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UIToggle uIToggle2 = current;
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current = this;
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if (EventDelegate.IsValid(onChange))
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{
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EventDelegate.Execute(onChange);
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}
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else if (eventReceiver != null && !string.IsNullOrEmpty(functionName))
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{
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eventReceiver.SendMessage(functionName, mIsActive, SendMessageOptions.DontRequireReceiver);
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}
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current = uIToggle2;
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}
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if (animator != null)
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{
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ActiveAnimation activeAnimation = ActiveAnimation.Play(animator, null, state ? Direction.Forward : Direction.Reverse, EnableCondition.IgnoreDisabledState, DisableCondition.DoNotDisable);
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if (activeAnimation != null && (instantTween || !NGUITools.GetActive(this)))
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{
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activeAnimation.Finish();
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}
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}
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else if (this.activeAnimation != null)
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{
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ActiveAnimation activeAnimation2 = ActiveAnimation.Play(this.activeAnimation, null, state ? Direction.Forward : Direction.Reverse, EnableCondition.IgnoreDisabledState, DisableCondition.DoNotDisable);
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if (activeAnimation2 != null && (instantTween || !NGUITools.GetActive(this)))
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{
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activeAnimation2.Finish();
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}
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}
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else
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{
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if (!(tween != null))
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{
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return;
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}
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bool active = NGUITools.GetActive(this);
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if (tween.tweenGroup != 0)
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{
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UITweener[] componentsInChildren = tween.GetComponentsInChildren<UITweener>();
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int i = 0;
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for (int num2 = componentsInChildren.Length; i < num2; i++)
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{
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UITweener uITweener = componentsInChildren[i];
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if (uITweener.tweenGroup == tween.tweenGroup)
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{
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uITweener.Play(state);
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if (instantTween || !active)
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{
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uITweener.tweenFactor = (state ? 1f : 0f);
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}
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}
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}
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}
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else
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{
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tween.Play(state);
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if (instantTween || !active)
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{
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tween.tweenFactor = (state ? 1f : 0f);
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}
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}
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}
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}
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}
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}
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