Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/ChapterSelectSphere.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

138 lines
3.3 KiB
C#

using System;
using Cute;
using UnityEngine;
namespace Wizard;
public class ChapterSelectSphere : MonoBehaviour
{
[SerializeField]
private UISprite _bodySprite;
[SerializeField]
private UISprite _arrowDownSprite;
[SerializeField]
private UISprite _arrowUpSprite;
private float _arrowAlpha = 1f;
private bool _isArrowAlphaDown = true;
public Action OnClick { get; set; }
public bool IsScrollUpEnable { get; set; }
public bool IsScrollDownEnable { get; set; }
public void UpdateChapterSelectStatus(bool isChapterSelectVisible, bool isSelectEnable)
{
_bodySprite.spriteName = GetBodySpriteName(isChapterSelectVisible, isSelectEnable);
_arrowUpSprite.spriteName = GetArrowSpriteName(isChapterSelectVisible, IsScrollUpEnable);
_arrowDownSprite.spriteName = GetArrowSpriteName(isChapterSelectVisible, IsScrollDownEnable);
_arrowUpSprite.alpha = ((isChapterSelectVisible && IsScrollUpEnable) ? _arrowAlpha : 1f);
_arrowDownSprite.alpha = ((isChapterSelectVisible && IsScrollDownEnable) ? _arrowAlpha : 1f);
}
public void OnSelectChapter(bool isChapterSelectEnable)
{
_arrowUpSprite.spriteName = GetArrowSpriteName(isChapterSelectEnable, IsScrollUpEnable);
_arrowDownSprite.spriteName = GetArrowSpriteName(isChapterSelectEnable, IsScrollDownEnable);
_arrowUpSprite.alpha = (IsScrollUpEnable ? _arrowAlpha : 1f);
_arrowDownSprite.alpha = (IsScrollDownEnable ? _arrowAlpha : 1f);
}
public void UpdateArrowAlpha()
{
if (UpdatePingPongByDeltaTime(ref _arrowAlpha, 0f, 1f, 1f, _isArrowAlphaDown))
{
_isArrowAlphaDown = !_isArrowAlphaDown;
}
if (IsScrollUpEnable)
{
_arrowUpSprite.alpha = _arrowAlpha;
}
if (IsScrollDownEnable)
{
_arrowDownSprite.alpha = _arrowAlpha;
}
}
public void UpdateRotationOnScroll(float areaY, int chapterCount)
{
iTween.Stop(_bodySprite.gameObject);
float z = 0f;
float num = 80f;
float num2 = 50f;
if (areaY >= (float)chapterCount * num - num2)
{
z = (float)chapterCount * num - num2 - areaY;
z /= 7f;
z *= -1f;
}
else if (areaY <= 0f - num2)
{
z = areaY;
z /= 7f;
}
iTween.RotateUpdate(_bodySprite.gameObject, new Vector3(0f, 0f, z), 0.2f);
}
public void ResetRotationOnScroll()
{
iTween.Init(_bodySprite.gameObject);
iTween.RotateTo(_bodySprite.gameObject, iTween.Hash("z", 0, "time", 1.35f, "easetype", iTween.EaseType.easeOutElastic));
}
private string GetArrowSpriteName(bool isChapterSelectEnable, bool isscrollenable)
{
if (isChapterSelectEnable)
{
if (isscrollenable)
{
return "arrow_jog_01";
}
return "arrow_jog_02";
}
return "arrow_jog_03";
}
private string GetBodySpriteName(bool isChapterSelectEnable, bool isChapterListSwitchEnable)
{
if (isChapterListSwitchEnable)
{
if (isChapterSelectEnable)
{
return "btn_jog_01_core";
}
return "btn_jog_03_core";
}
return "btn_jog_03_core";
}
private static bool UpdatePingPongByDeltaTime(ref float val, float min, float max, float speed, bool isdown)
{
bool result = false;
if (isdown)
{
val -= speed * Time.deltaTime;
if (val < min)
{
val = min;
result = true;
}
}
else
{
val += speed * Time.deltaTime;
if (val > max)
{
val = max;
result = true;
}
}
return result;
}
}