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

240 lines
6.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard;
public class SimpleScrollViewUI : MonoBehaviour
{
public enum VerticalMovement
{
Top,
Center,
Bottom
}
[SerializeField]
private int SCROLL_OBJECT_NUM = 6;
[SerializeField]
private UIScrollView _scrollView;
[SerializeField]
private UIWrapContent _wrapContent;
[SerializeField]
private UIScrollBarWrapContent _scrollBarWrapContent;
[SerializeField]
private WrapContentsScrollBarSize _wrapContentScrollBarSize;
[SerializeField]
private GameObject _plateOriginal;
[SerializeField]
private List<GameObject> _plateOriginals;
private List<GameObject> _plateList = new List<GameObject>();
private int _contentsNum;
private Action<int, GameObject> _initializePlate;
public List<GameObject> ActivePlateList => _plateList.Where((GameObject p) => p.activeInHierarchy).ToList();
public void CreateScrollView(int contentsNum, Action<int, GameObject> InitializePlate)
{
_contentsNum = contentsNum;
_initializePlate = InitializePlate;
InitPlateList();
SetScrollView();
}
public void CreateScrollView(List<int> indexes, Action<int, GameObject> InitializePlate)
{
_contentsNum = indexes.Count();
_initializePlate = InitializePlate;
InitPlateList();
SetScrollView(indexes);
}
public void SetVisiable(bool isVisiable)
{
_scrollView.gameObject.SetActive(isVisiable);
_scrollBarWrapContent.gameObject.SetActive(isVisiable);
if (_plateOriginal != null)
{
_plateOriginal.gameObject.SetActive(isVisiable);
}
else
{
if (_plateOriginals == null)
{
return;
}
foreach (GameObject plateOriginal in _plateOriginals)
{
plateOriginal.SetActive(isVisiable);
}
}
}
private void InitPlateList()
{
for (int i = 0; i < _plateList.Count; i++)
{
UnityEngine.Object.DestroyImmediate(_plateList[i].gameObject);
}
_plateList.Clear();
if (_plateOriginal != null)
{
_plateOriginal.gameObject.SetActive(value: false);
}
else
{
if (_plateOriginals == null)
{
return;
}
foreach (GameObject plateOriginal in _plateOriginals)
{
plateOriginal.SetActive(value: false);
}
}
}
private void SetScrollView(List<int> indexes = null)
{
_scrollView.gameObject.SetActive(value: true);
_scrollBarWrapContent.gameObject.SetActive(value: true);
_wrapContent.gameObject.SetActive(value: false);
_wrapContent.cullContent = false;
_wrapContent.EnableNoLimit = false;
int num = Mathf.Min(_contentsNum, SCROLL_OBJECT_NUM);
for (int i = 0; i < num; i++)
{
GameObject prefab = _plateOriginal;
if (indexes != null && _plateOriginals != null)
{
prefab = _plateOriginals[indexes[i]];
}
GameObject gameObject = NGUITools.AddChild(_wrapContent.gameObject, prefab);
gameObject.SetActive(value: false);
_plateList.Add(gameObject);
}
_wrapContent.minIndex = -(_contentsNum - 1);
_wrapContent.maxIndex = 0;
_wrapContent.onInitializeItem = OnInitializeItem;
_wrapContent.gameObject.SetActive(value: true);
_wrapContent.enabled = true;
ResetScrollView();
}
private void ResetScrollView()
{
_wrapContentScrollBarSize.ContentUpdate();
_wrapContent.SortBasedOnScrollMovement();
_scrollView.ResetPosition();
_wrapContent.WrapContent();
}
private void OnInitializeItem(GameObject obj, int wrapIndex, int realIndex)
{
int num = -realIndex;
if (num >= _contentsNum || num < 0)
{
obj.SetActive(value: false);
return;
}
obj.SetActive(value: true);
_initializePlate(num, obj);
}
public void MovePlateByIndex(int index, VerticalMovement move, bool allowMargin = false)
{
if (index < 0 || _contentsNum <= index || _scrollView.movement != UIScrollView.Movement.Vertical)
{
return;
}
UIPanel component = _scrollView.GetComponent<UIPanel>();
float viewPanelHeight = component.height - 2f * component.clipSoftness.y;
float num = _wrapContent.itemSize;
if (!allowMargin)
{
if (HasMarginOnTopAfterMove(index, move, viewPanelHeight, num))
{
index = 0;
move = VerticalMovement.Top;
}
else if (HasMarginOnButtonAfterMove(index, move, viewPanelHeight, num))
{
index = _contentsNum - 1;
move = VerticalMovement.Bottom;
}
}
float num2 = CalcVerticalMovementOffset(move, viewPanelHeight, num);
float y = num * (float)index - num2;
Vector3 relative = new Vector3(0f, y, 0f);
_scrollView.ResetPosition();
_scrollView.MoveRelative(relative);
_wrapContent.WrapContent();
}
private bool HasMarginOnTopAfterMove(int index, VerticalMovement move, float viewPanelHeight, float plateSize)
{
return move switch
{
VerticalMovement.Top => false,
VerticalMovement.Center => plateSize * (float)index + plateSize / 2f < viewPanelHeight / 2f,
VerticalMovement.Bottom => plateSize * (float)(index + 1) < viewPanelHeight,
_ => false,
};
}
private bool HasMarginOnButtonAfterMove(int index, VerticalMovement move, float viewPanelHeight, float plateSize)
{
return move switch
{
VerticalMovement.Top => plateSize * (float)(_contentsNum - index) < viewPanelHeight,
VerticalMovement.Center => plateSize * (float)(_contentsNum - (index + 1)) + plateSize / 2f < viewPanelHeight / 2f,
VerticalMovement.Bottom => false,
_ => false,
};
}
private float CalcVerticalMovementOffset(VerticalMovement move, float viewPanelHeight, float plateSize)
{
return move switch
{
VerticalMovement.Top => 0f,
VerticalMovement.Center => (viewPanelHeight - plateSize) / 2f,
VerticalMovement.Bottom => viewPanelHeight - plateSize,
_ => 0f,
};
}
public void SetScrollViewLayoutByAcquireSkinCardPack()
{
SCROLL_OBJECT_NUM = 5;
Transform obj = base.transform.Find("List");
UIUtil.SetPositionY(obj, 0f);
UIPanel component = obj.GetComponent<UIPanel>();
Vector4 baseClipRegion = component.baseClipRegion;
baseClipRegion.w = 472f;
component.baseClipRegion = baseClipRegion;
Transform obj2 = obj.transform.Find("AllScrollBG");
UIUtil.SetPositionY(obj2, -5f);
BoxCollider component2 = obj2.GetComponent<BoxCollider>();
Vector3 size = component2.size;
size.y = 472f;
component2.size = size;
_scrollBarWrapContent.foregroundWidget.height = 400;
_scrollBarWrapContent.backgroundWidget.height = 400;
UIPanel component3 = _scrollView.GetComponent<UIPanel>();
Vector4 baseClipRegion2 = component3.baseClipRegion;
baseClipRegion2.w = 443f;
component3.baseClipRegion = baseClipRegion2;
}
}