Files
SVSimServer/SVSim.BattleEngine/Engine/UIToggle.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

192 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using AnimationOrTween;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/Toggle")]
public class UIToggle : UIWidgetContainer
{
public delegate bool Validate(bool choice);
public static BetterList<UIToggle> list = new BetterList<UIToggle>();
public static UIToggle current;
public int group;
public UIWidget activeSprite;
public Animation activeAnimation;
public Animator animator;
public UITweener tween;
public bool startsActive;
public bool instantTween;
public bool optionCanBeNone;
public List<EventDelegate> onChange = new List<EventDelegate>();
public Validate validator;
[HideInInspector]
[SerializeField]
private GameObject eventReceiver;
[HideInInspector]
[SerializeField]
private string functionName = "OnActivate";
private bool mIsActive = true;
private bool mStarted;
public bool value
{
get
{
if (!mStarted)
{
return startsActive;
}
return mIsActive;
}
set
{
if (!mStarted)
{
startsActive = value;
}
else if (group == 0 || value || optionCanBeNone || !mStarted)
{
Set(value);
}
}
}
public void Set(bool state)
{
if (validator != null && !validator(state))
{
return;
}
if (!mStarted)
{
mIsActive = state;
startsActive = state;
if (activeSprite != null)
{
activeSprite.alpha = (state ? 1f : 0f);
}
}
else
{
if (mIsActive == state)
{
return;
}
if (group != 0 && state)
{
int num = 0;
int size = list.size;
while (num < size)
{
UIToggle uIToggle = list[num];
if (uIToggle != this && uIToggle.group == group)
{
uIToggle.Set(state: false);
}
if (list.size != size)
{
size = list.size;
num = 0;
}
else
{
num++;
}
}
}
mIsActive = state;
if (activeSprite != null)
{
if (instantTween || !NGUITools.GetActive(this))
{
activeSprite.alpha = (mIsActive ? 1f : 0f);
}
else
{
TweenAlpha.Begin(activeSprite.gameObject, 0.15f, mIsActive ? 1f : 0f);
}
}
if (current == null)
{
UIToggle uIToggle2 = current;
current = this;
if (EventDelegate.IsValid(onChange))
{
EventDelegate.Execute(onChange);
}
else if (eventReceiver != null && !string.IsNullOrEmpty(functionName))
{
eventReceiver.SendMessage(functionName, mIsActive, SendMessageOptions.DontRequireReceiver);
}
current = uIToggle2;
}
if (animator != null)
{
ActiveAnimation activeAnimation = ActiveAnimation.Play(animator, null, state ? Direction.Forward : Direction.Reverse, EnableCondition.IgnoreDisabledState, DisableCondition.DoNotDisable);
if (activeAnimation != null && (instantTween || !NGUITools.GetActive(this)))
{
activeAnimation.Finish();
}
}
else if (this.activeAnimation != null)
{
ActiveAnimation activeAnimation2 = ActiveAnimation.Play(this.activeAnimation, null, state ? Direction.Forward : Direction.Reverse, EnableCondition.IgnoreDisabledState, DisableCondition.DoNotDisable);
if (activeAnimation2 != null && (instantTween || !NGUITools.GetActive(this)))
{
activeAnimation2.Finish();
}
}
else
{
if (!(tween != null))
{
return;
}
bool active = NGUITools.GetActive(this);
if (tween.tweenGroup != 0)
{
UITweener[] componentsInChildren = tween.GetComponentsInChildren<UITweener>();
int i = 0;
for (int num2 = componentsInChildren.Length; i < num2; i++)
{
UITweener uITweener = componentsInChildren[i];
if (uITweener.tweenGroup == tween.tweenGroup)
{
uITweener.Play(state);
if (instantTween || !active)
{
uITweener.tweenFactor = (state ? 1f : 0f);
}
}
}
}
else
{
tween.Play(state);
if (instantTween || !active)
{
tween.tweenFactor = (state ? 1f : 0f);
}
}
}
}
}
}