Files
SVSimServer/SVSim.BattleEngine/Engine/UIScrollBar.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

152 lines
3.7 KiB
C#

using System;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/NGUI Scroll Bar")]
public class UIScrollBar : UISlider
{
private enum Direction
{
Horizontal,
Upgraded
}
[HideInInspector]
[SerializeField]
protected float mSize = 1f;
[HideInInspector]
[SerializeField]
private float mScroll;
[HideInInspector]
[SerializeField]
private Direction mDir = Direction.Upgraded;
public float barSize
{
get
{
return mSize;
}
set
{
float num = Mathf.Clamp01(value);
if (mSize == num)
{
return;
}
mSize = num;
mIsDirty = true;
if (NGUITools.GetActive(this))
{
if (UIProgressBar.current == null && onChange != null)
{
UIProgressBar.current = this;
EventDelegate.Execute(onChange);
UIProgressBar.current = null;
}
ForceUpdate();
}
}
}
protected override void Upgrade()
{
if (mDir != Direction.Upgraded)
{
mValue = mScroll;
if (mDir == Direction.Horizontal)
{
mFill = (mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight);
}
else
{
mFill = (mInverted ? FillDirection.BottomToTop : FillDirection.TopToBottom);
}
mDir = Direction.Upgraded;
}
}
protected override void OnStart()
{
base.OnStart();
if (mFG != null && mFG.gameObject != base.gameObject && (mFG.GetComponent<Collider>() != null || mFG.GetComponent<Collider2D>() != null))
{
UIEventListener uIEventListener = UIEventListener.Get(mFG.gameObject);
uIEventListener.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(uIEventListener.onPress, new UIEventListener.BoolDelegate(OnPressForeground));
uIEventListener.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener.onDrag, new UIEventListener.VectorDelegate(base.OnDragForeground));
mFG.autoResizeBoxCollider = true;
}
}
protected override float LocalToValue(Vector2 localPos)
{
if (mFG != null)
{
float num = Mathf.Clamp01(mSize) * 0.5f;
float t = num;
float t2 = 1f - num;
Vector3[] localCorners = mFG.localCorners;
if (base.isHorizontal)
{
t = Mathf.Lerp(localCorners[0].x, localCorners[2].x, t);
t2 = Mathf.Lerp(localCorners[0].x, localCorners[2].x, t2);
float num2 = t2 - t;
if (num2 == 0f)
{
return base.value;
}
if (!base.isInverted)
{
return (localPos.x - t) / num2;
}
return (t2 - localPos.x) / num2;
}
t = Mathf.Lerp(localCorners[0].y, localCorners[1].y, t);
t2 = Mathf.Lerp(localCorners[3].y, localCorners[2].y, t2);
float num3 = t2 - t;
if (num3 == 0f)
{
return base.value;
}
if (!base.isInverted)
{
return (localPos.y - t) / num3;
}
return (t2 - localPos.y) / num3;
}
return base.LocalToValue(localPos);
}
public override void ForceUpdate()
{
if (mFG != null)
{
mIsDirty = false;
float num = Mathf.Clamp01(mSize) * 0.5f;
float num2 = Mathf.Lerp(num, 1f - num, base.value);
float num3 = num2 - num;
float num4 = num2 + num;
if (base.isHorizontal)
{
mFG.drawRegion = (base.isInverted ? new Vector4(1f - num4, 0f, 1f - num3, 1f) : new Vector4(num3, 0f, num4, 1f));
}
else
{
mFG.drawRegion = (base.isInverted ? new Vector4(0f, 1f - num4, 1f, 1f - num3) : new Vector4(0f, num3, 1f, num4));
}
if (thumb != null)
{
Vector4 drawingDimensions = mFG.drawingDimensions;
Vector3 position = new Vector3(Mathf.Lerp(drawingDimensions.x, drawingDimensions.z, 0.5f), Mathf.Lerp(drawingDimensions.y, drawingDimensions.w, 0.5f));
SetThumbPosition(mFG.cachedTransform.TransformPoint(position));
}
}
else
{
base.ForceUpdate();
}
}
}