Files
SVSimServer/SVSim.BattleEngine/Engine/UITweener.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

334 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using AnimationOrTween;
using UnityEngine;
public abstract class UITweener : MonoBehaviour
{
public enum Method
{
EaseIn,
EaseOut,
EaseInOut,
BounceIn,
BounceOut
}
public enum Style
{
Once,
Loop,
PingPong
}
public static UITweener current;
[HideInInspector]
public Method method;
[HideInInspector]
public Style style;
[HideInInspector]
public AnimationCurve animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
[HideInInspector]
public bool ignoreTimeScale = true;
[HideInInspector]
public float delay;
[HideInInspector]
public float duration = 1f;
[HideInInspector]
public bool steeperCurves;
[HideInInspector]
public int tweenGroup;
[HideInInspector]
public List<EventDelegate> onFinished = new List<EventDelegate>();
[HideInInspector]
public GameObject eventReceiver;
[HideInInspector]
public string callWhenFinished;
private bool mStarted;
private float mStartTime;
private float mDuration;
private float mAmountPerDelta = 1000f;
private float mFactor;
private List<EventDelegate> mTemp;
public float amountPerDelta
{
get
{
if (mDuration != duration)
{
mDuration = duration;
mAmountPerDelta = Mathf.Abs((duration > 0f) ? (1f / duration) : 1000f) * Mathf.Sign(mAmountPerDelta);
}
return mAmountPerDelta;
}
}
public float tweenFactor
{
get
{
return mFactor;
}
set
{
mFactor = Mathf.Clamp01(value);
}
}
public Direction direction
{
get
{
if (!(amountPerDelta < 0f))
{
return Direction.Forward;
}
return Direction.Reverse;
}
}
private void Update()
{
float num = (ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime);
float num2 = (ignoreTimeScale ? RealTime.time : Time.time);
if (!mStarted)
{
mStarted = true;
mStartTime = num2 + delay;
}
if (num2 < mStartTime)
{
return;
}
mFactor += amountPerDelta * num;
if (style == Style.Loop)
{
if (mFactor > 1f)
{
mFactor -= Mathf.Floor(mFactor);
}
}
else if (style == Style.PingPong)
{
if (mFactor > 1f)
{
mFactor = 1f - (mFactor - Mathf.Floor(mFactor));
mAmountPerDelta = 0f - mAmountPerDelta;
}
else if (mFactor < 0f)
{
mFactor = 0f - mFactor;
mFactor -= Mathf.Floor(mFactor);
mAmountPerDelta = 0f - mAmountPerDelta;
}
}
if (style == Style.Once && (duration == 0f || mFactor > 1f || mFactor < 0f))
{
mFactor = Mathf.Clamp01(mFactor);
Sample(mFactor, isFinished: true);
base.enabled = false;
if (!(current == null))
{
return;
}
UITweener uITweener = current;
current = this;
if (onFinished != null)
{
mTemp = onFinished;
onFinished = new List<EventDelegate>();
EventDelegate.Execute(mTemp);
for (int i = 0; i < mTemp.Count; i++)
{
EventDelegate eventDelegate = mTemp[i];
if (eventDelegate != null && !eventDelegate.oneShot)
{
EventDelegate.Add(onFinished, eventDelegate, eventDelegate.oneShot);
}
}
mTemp = null;
}
if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
{
eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver);
}
current = uITweener;
}
else
{
Sample(mFactor, isFinished: false);
}
}
public void SetOnFinished(EventDelegate.Callback del)
{
EventDelegate.Set(onFinished, del);
}
public void SetOnFinished(EventDelegate del)
{
EventDelegate.Set(onFinished, del);
}
public void AddOnFinished(EventDelegate del)
{
EventDelegate.Add(onFinished, del);
}
public void RemoveOnFinished(EventDelegate del)
{
if (onFinished != null)
{
onFinished.Remove(del);
}
if (mTemp != null)
{
mTemp.Remove(del);
}
}
public void Sample(float factor, bool isFinished)
{
float num = Mathf.Clamp01(factor);
if (method == Method.EaseIn)
{
num = 1f - Mathf.Sin((float)Math.PI / 2f * (1f - num));
if (steeperCurves)
{
num *= num;
}
}
else if (method == Method.EaseOut)
{
num = Mathf.Sin((float)Math.PI / 2f * num);
if (steeperCurves)
{
num = 1f - num;
num = 1f - num * num;
}
}
else if (method == Method.EaseInOut)
{
num -= Mathf.Sin(num * ((float)Math.PI * 2f)) / ((float)Math.PI * 2f);
if (steeperCurves)
{
num = num * 2f - 1f;
float num2 = Mathf.Sign(num);
num = 1f - Mathf.Abs(num);
num = 1f - num * num;
num = num2 * num * 0.5f + 0.5f;
}
}
else if (method == Method.BounceIn)
{
num = BounceLogic(num);
}
else if (method == Method.BounceOut)
{
num = 1f - BounceLogic(1f - num);
}
OnUpdate((animationCurve != null) ? animationCurve.Evaluate(num) : num, isFinished);
}
private float BounceLogic(float val)
{
val = ((val < 0.363636f) ? (7.5685f * val * val) : ((val < 0.727272f) ? (7.5625f * (val -= 0.545454f) * val + 0.75f) : ((!(val < 0.90909f)) ? (7.5625f * (val -= 0.9545454f) * val + 63f / 64f) : (7.5625f * (val -= 0.818181f) * val + 0.9375f))));
return val;
}
public void PlayForward()
{
Play(forward: true);
}
public void PlayReverse()
{
Play(forward: false);
}
public void Play(bool forward)
{
mAmountPerDelta = Mathf.Abs(amountPerDelta);
if (!forward)
{
mAmountPerDelta = 0f - mAmountPerDelta;
}
base.enabled = true;
Update();
}
public void ResetToBeginning()
{
mStarted = false;
mFactor = ((amountPerDelta < 0f) ? 1f : 0f);
Sample(mFactor, isFinished: false);
}
protected abstract void OnUpdate(float factor, bool isFinished);
public static T Begin<T>(GameObject go, float duration) where T : UITweener
{
T val = go.GetComponent<T>();
if (val != null && val.tweenGroup != 0)
{
val = null;
T[] components = go.GetComponents<T>();
int i = 0;
for (int num = components.Length; i < num; i++)
{
val = components[i];
if (val != null && val.tweenGroup == 0)
{
break;
}
val = null;
}
}
if (val == null)
{
val = go.AddComponent<T>();
if (val == null)
{
Debug.LogError("Unable to add " + typeof(T)?.ToString() + " to " + NGUITools.GetHierarchy(go), go);
return null;
}
}
val.mStarted = false;
val.duration = duration;
val.mFactor = 0f;
val.mAmountPerDelta = Mathf.Abs(val.amountPerDelta);
val.style = Style.Once;
val.animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
val.eventReceiver = null;
val.callWhenFinished = null;
val.enabled = true;
return val;
}
public virtual void SetStartToCurrentValue()
{
}
public virtual void SetEndToCurrentValue()
{
}
}