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>
79 lines
1.9 KiB
C#
79 lines
1.9 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Wizard;
|
|
|
|
public class MyPageSubBanner : MyPageBannerBase
|
|
{
|
|
|
|
[SerializeField]
|
|
private GameObject _bannerRoot;
|
|
|
|
[SerializeField]
|
|
private GameObject _roomCampaignBadge;
|
|
|
|
public void HideAndRepositionBanner(string click)
|
|
{
|
|
if (_bannerList == null || _bannerList.Count <= 0)
|
|
{
|
|
return;
|
|
}
|
|
foreach (BannerInfo banner in _bannerList)
|
|
{
|
|
if (banner.Click == click)
|
|
{
|
|
banner.BannerGameObject.SetActive(value: false);
|
|
}
|
|
}
|
|
RepositionBannerObject();
|
|
}
|
|
|
|
protected override IEnumerator CreateBannerImage()
|
|
{
|
|
_roomCampaignBadge.SetActive(value: false);
|
|
if (Data.MyPage.data._subBannerInfoList != null)
|
|
{
|
|
_bannerList = new List<BannerInfo>(Data.MyPage.data._subBannerInfoList);
|
|
}
|
|
if (_bannerList == null || _bannerList.Count <= 0)
|
|
{
|
|
base.gameObject.SetActive(value: false);
|
|
yield break;
|
|
}
|
|
yield return LoadBannerImage();
|
|
while (!base.gameObject.activeInHierarchy)
|
|
{
|
|
yield return null;
|
|
}
|
|
for (int i = 0; i < _bannerList.Count; i++)
|
|
{
|
|
GameObject gameObject = NGUITools.AddChild(_bannerRoot, _bannerImagePrefab);
|
|
InitializeEventHandler(gameObject, _bannerList[i]);
|
|
if (_bannerList[i].NeedBadge)
|
|
{
|
|
GameObject obj = NGUITools.AddChild(gameObject, _roomCampaignBadge);
|
|
obj.transform.localPosition = _roomCampaignBadge.transform.localPosition;
|
|
obj.SetActive(value: true);
|
|
}
|
|
_bannerList[i].BannerGameObject = gameObject;
|
|
}
|
|
RepositionBannerObject();
|
|
}
|
|
|
|
private void RepositionBannerObject()
|
|
{
|
|
int num = 0;
|
|
foreach (BannerInfo banner in _bannerList)
|
|
{
|
|
GameObject bannerGameObject = banner.BannerGameObject;
|
|
if (bannerGameObject.activeSelf)
|
|
{
|
|
Vector3 zero = Vector3.zero;
|
|
zero += Vector3.down * num * 73f;
|
|
bannerGameObject.transform.localPosition = zero;
|
|
num++;
|
|
}
|
|
}
|
|
}
|
|
}
|