Files
SVSimServer/SVSim.BattleEngine/Engine/UIKeyNavigation.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

243 lines
5.2 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("NGUI/Interaction/Key Navigation")]
public class UIKeyNavigation : MonoBehaviour
{
public enum Constraint
{
None,
Vertical,
Horizontal,
Explicit
}
public static BetterList<UIKeyNavigation> list = new BetterList<UIKeyNavigation>();
public Constraint constraint;
public GameObject onUp;
public GameObject onDown;
public GameObject onLeft;
public GameObject onRight;
public GameObject onTab;
public static int mLastFrame = 0;
public bool isColliderEnabled
{
get
{
if (base.enabled && base.gameObject.activeInHierarchy)
{
Collider component = GetComponent<Collider>();
if (component != null)
{
return component.enabled;
}
Collider2D component2 = GetComponent<Collider2D>();
if (component2 != null)
{
return component2.enabled;
}
return false;
}
return false;
}
}
private static bool IsActive(GameObject go)
{
if ((bool)go && go.activeInHierarchy)
{
Collider component = go.GetComponent<Collider>();
if (component != null)
{
return component.enabled;
}
Collider2D component2 = go.GetComponent<Collider2D>();
if (component2 != null)
{
return component2.enabled;
}
return false;
}
return false;
}
public GameObject GetLeft()
{
if (IsActive(onLeft))
{
return onLeft;
}
if (constraint == Constraint.Vertical || constraint == Constraint.Explicit)
{
return null;
}
return Get(Vector3.left, 1f, 2f);
}
public GameObject GetRight()
{
if (IsActive(onRight))
{
return onRight;
}
if (constraint == Constraint.Vertical || constraint == Constraint.Explicit)
{
return null;
}
return Get(Vector3.right, 1f, 2f);
}
public GameObject GetUp()
{
if (IsActive(onUp))
{
return onUp;
}
if (constraint == Constraint.Horizontal || constraint == Constraint.Explicit)
{
return null;
}
return Get(Vector3.up, 2f);
}
public GameObject GetDown()
{
if (IsActive(onDown))
{
return onDown;
}
if (constraint == Constraint.Horizontal || constraint == Constraint.Explicit)
{
return null;
}
return Get(Vector3.down, 2f);
}
public GameObject Get(Vector3 myDir, float x = 1f, float y = 1f)
{
Transform transform = base.transform;
myDir = transform.TransformDirection(myDir);
Vector3 center = GetCenter(base.gameObject);
float num = float.MaxValue;
GameObject result = null;
for (int i = 0; i < list.size; i++)
{
UIKeyNavigation uIKeyNavigation = list[i];
if (uIKeyNavigation == this || uIKeyNavigation.constraint == Constraint.Explicit || !uIKeyNavigation.isColliderEnabled)
{
continue;
}
UIWidget component = uIKeyNavigation.GetComponent<UIWidget>();
if (component != null && component.alpha == 0f)
{
continue;
}
Vector3 direction = GetCenter(uIKeyNavigation.gameObject) - center;
if (!(Vector3.Dot(myDir, direction.normalized) < 0.707f))
{
direction = transform.InverseTransformDirection(direction);
direction.x *= x;
direction.y *= y;
float sqrMagnitude = direction.sqrMagnitude;
if (!(sqrMagnitude > num))
{
result = uIKeyNavigation.gameObject;
num = sqrMagnitude;
}
}
}
return result;
}
protected static Vector3 GetCenter(GameObject go)
{
UIWidget component = go.GetComponent<UIWidget>();
UICamera uICamera = UICamera.FindCameraForLayer(go.layer);
if (uICamera != null)
{
Vector3 position = go.transform.position;
if (component != null)
{
Vector3[] worldCorners = component.worldCorners;
position = (worldCorners[0] + worldCorners[2]) * 0.5f;
}
position = uICamera.cachedCamera.WorldToScreenPoint(position);
position.z = 0f;
return position;
}
if (component != null)
{
Vector3[] worldCorners2 = component.worldCorners;
return (worldCorners2[0] + worldCorners2[2]) * 0.5f;
}
return go.transform.position;
}
public virtual void OnKey(KeyCode key)
{
if (UIPopupList.isOpen || mLastFrame == Time.frameCount)
{
return;
}
mLastFrame = Time.frameCount;
if (key != KeyCode.Tab)
{
return;
}
GameObject gameObject = onTab;
if (gameObject == null)
{
if (UICamera.GetKey(KeyCode.LeftShift) || UICamera.GetKey(KeyCode.RightShift))
{
gameObject = GetLeft();
if (gameObject == null)
{
gameObject = GetUp();
}
if (gameObject == null)
{
gameObject = GetDown();
}
if (gameObject == null)
{
gameObject = GetRight();
}
}
else
{
gameObject = GetRight();
if (gameObject == null)
{
gameObject = GetDown();
}
if (gameObject == null)
{
gameObject = GetUp();
}
if (gameObject == null)
{
gameObject = GetLeft();
}
}
}
if (gameObject != null)
{
UICamera.currentScheme = UICamera.ControlScheme.Controller;
UICamera.hoveredObject = gameObject;
UIInput component = gameObject.GetComponent<UIInput>();
if (component != null)
{
component.isSelected = true;
}
}
}
}