Files
SVSimServer/SVSim.BattleEngine/Engine/FlexibleGrid.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

133 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
public class FlexibleGrid : MonoBehaviour
{
public enum Order
{
Horizontal }
public enum PivotOption
{
NONE,
CENTER
}
[SerializeField]
private Vector2 _limitSize;
[SerializeField]
private Vector2 _padding;
[SerializeField]
private bool _hideInactive = true;
[SerializeField]
private Order _order;
[SerializeField]
private bool _reversel;
[SerializeField]
private PivotOption _horizonPivotOption;
private bool _repositionCalled;
[ContextMenu("Execute")]
public void Reposition()
{
_repositionCalled = true;
List<Transform> childList = GetChildList();
if (childList.Count == 0)
{
return;
}
float num = 0f;
float num2 = 0f;
float num3 = 0f;
int i = 0;
for (int count = childList.Count; i < count; i++)
{
Transform transform = childList[i];
Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(transform, !_hideInactive);
Vector3 localScale = transform.localScale;
bounds.min = Vector3.Scale(bounds.min, localScale);
bounds.max = Vector3.Scale(bounds.max, localScale);
if (bounds.min == bounds.max)
{
continue;
}
if (_order == Order.Horizontal)
{
int num4 = ((!_reversel) ? 1 : (-1));
num = Math.Max(num, bounds.size.y);
if (num2 + bounds.size.x > _limitSize.x)
{
num2 = 0f;
num3 -= num + _padding.y;
num = 0f;
}
Vector3 localPosition = transform.localPosition;
if (_horizonPivotOption == PivotOption.CENTER)
{
if (i == 0)
{
localPosition.x = num2;
}
else
{
float num5 = (float)num4 * bounds.size.x * 0.5f;
localPosition.x = num2 + num5;
}
}
else
{
localPosition.x = num2 + (float)num4 * (bounds.extents.x - bounds.center.x);
}
localPosition.y = num3;
transform.localPosition = localPosition;
num2 = ((_horizonPivotOption != PivotOption.CENTER) ? (num2 + (float)num4 * (bounds.size.x + _padding.x)) : ((i != 0) ? (num2 + (float)num4 * (_padding.x + bounds.size.x)) : (num2 + (float)num4 * (_padding.x + bounds.size.x * 0.5f))));
}
else
{
num = Math.Max(num, bounds.size.x);
if (num3 + bounds.size.y > _limitSize.y)
{
num3 = 0f;
num2 += num + _padding.x;
num = 0f;
}
Vector3 localPosition2 = transform.localPosition;
localPosition2.x = num2;
localPosition2.y = num3 - bounds.extents.y - bounds.center.y;
transform.localPosition = localPosition2;
num3 -= bounds.size.y + _padding.y;
}
}
}
private List<Transform> GetChildList()
{
Transform transform = base.transform;
List<Transform> list = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
if (!_hideInactive || ((bool)child && NGUITools.GetActive(child.gameObject)))
{
list.Add(child);
}
}
return list;
}
public IEnumerator RepositionNextFrame()
{
yield return null;
Reposition();
}
}