Files
SVSimServer/SVSim.BattleEngine/Engine/UIButtonColor.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

267 lines
4.7 KiB
C#

using System;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/Button Color")]
public class UIButtonColor : UIWidgetContainer
{
public enum State
{
Normal,
Hover,
Pressed,
Disabled
}
public GameObject tweenTarget;
public Color hover = new Color(1f, 1f, 1f, 1f);
public Color pressed = new Color(1f, 1f, 1f, 1f);
public Color disabledColor = Color.grey;
public float duration = 0.2f;
[NonSerialized]
protected Color mStartingColor;
[NonSerialized]
protected Color mDefaultColor;
[NonSerialized]
protected bool mInitDone;
[NonSerialized]
protected UIWidget mWidget;
[NonSerialized]
protected State mState;
public State state
{
get
{
return mState;
}
set
{
SetState(value, instant: false);
}
}
public Color defaultColor
{
get
{
if (!mInitDone)
{
OnInit();
}
return mDefaultColor;
}
set
{
if (!mInitDone)
{
OnInit();
}
mDefaultColor = value;
State state = mState;
mState = State.Disabled;
SetState(state, instant: false);
}
}
public virtual bool isEnabled
{
get
{
return base.enabled;
}
set
{
base.enabled = value;
}
}
protected virtual void OnInit()
{
mInitDone = true;
if (tweenTarget == null)
{
tweenTarget = base.gameObject;
}
if (tweenTarget != null)
{
mWidget = tweenTarget.GetComponent<UIWidget>();
}
if (mWidget != null)
{
mDefaultColor = mWidget.color;
mStartingColor = mDefaultColor;
}
else
{
if (!(tweenTarget != null))
{
return;
}
Renderer component = tweenTarget.GetComponent<Renderer>();
if (component != null)
{
mDefaultColor = (Application.isPlaying ? component.material.color : component.sharedMaterial.color);
mStartingColor = mDefaultColor;
return;
}
Light component2 = tweenTarget.GetComponent<Light>();
if (component2 != null)
{
mDefaultColor = component2.color;
mStartingColor = mDefaultColor;
}
else
{
tweenTarget = null;
mInitDone = false;
}
}
}
protected virtual void OnEnable()
{
if (mInitDone)
{
OnHover(UICamera.IsHighlighted(base.gameObject));
}
if (UICamera.currentTouch != null)
{
if (UICamera.currentTouch.pressed == base.gameObject)
{
OnPress(isPressed: true);
}
else if (UICamera.currentTouch.current == base.gameObject)
{
OnHover(isOver: true);
}
}
}
protected virtual void OnHover(bool isOver)
{
if (isEnabled)
{
if (!mInitDone)
{
OnInit();
}
if (tweenTarget != null)
{
SetState(isOver ? State.Hover : State.Normal, instant: false);
}
}
}
protected virtual void OnPress(bool isPressed)
{
if (!isEnabled || UICamera.currentTouch == null)
{
return;
}
if (!mInitDone)
{
OnInit();
}
if (!(tweenTarget != null))
{
return;
}
if (isPressed)
{
SetState(State.Pressed, instant: false);
}
else if (UICamera.currentTouch.current == base.gameObject)
{
if (UICamera.currentScheme == UICamera.ControlScheme.Controller)
{
SetState(State.Hover, instant: false);
}
else if (UICamera.currentScheme == UICamera.ControlScheme.Mouse && UICamera.hoveredObject == base.gameObject)
{
SetState(State.Hover, instant: false);
}
else
{
SetState(State.Normal, instant: false);
}
}
else
{
SetState(State.Normal, instant: false);
}
}
protected virtual void OnDragOver()
{
if (isEnabled)
{
if (!mInitDone)
{
OnInit();
}
if (tweenTarget != null)
{
SetState(State.Pressed, instant: false);
}
}
}
protected virtual void OnDragOut()
{
if (isEnabled)
{
if (!mInitDone)
{
OnInit();
}
if (tweenTarget != null)
{
SetState(State.Normal, instant: false);
}
}
}
public virtual void SetState(State state, bool instant)
{
if (!mInitDone)
{
mInitDone = true;
OnInit();
}
if (mState != state)
{
mState = state;
UpdateColor(instant);
}
}
public void UpdateColor(bool instant)
{
if (tweenTarget != null)
{
TweenColor tweenColor = mState switch
{
State.Hover => TweenColor.Begin(tweenTarget, duration, hover),
State.Pressed => TweenColor.Begin(tweenTarget, duration, pressed),
State.Disabled => TweenColor.Begin(tweenTarget, duration, disabledColor),
_ => TweenColor.Begin(tweenTarget, duration, mDefaultColor),
};
if (instant && tweenColor != null)
{
tweenColor.value = tweenColor.to;
tweenColor.enabled = false;
}
}
}
}