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

208 lines
5.1 KiB
C#

using System;
using Cute;
using UnityEngine;
namespace Wizard;
public class ChapterSelectButton : MonoBehaviour
{
[SerializeField]
private UISprite _notSelectMask;
[SerializeField]
private UISprite _clearMask;
[SerializeField]
private UILabel _clearLabel;
[SerializeField]
private UILabel _chapterNo;
[SerializeField]
private UILabel _chapterName;
[SerializeField]
private UIMarquee _chapterNameMarquee;
[SerializeField]
private UITexture _bg;
[SerializeField]
private GameObject _tapEffectLocator;
[SerializeField]
private UIDragScrollView _dragScrollView;
private StoryChapterData _chapterData;
public Action OnClick { get; set; }
public GameObject TapEffectLocator => _tapEffectLocator;
public Transform ClearLabelTransform => _clearLabel.transform;
public void SetScrollEnable(bool enable)
{
_dragScrollView.enabled = enable;
}
public void SetClearVisible(bool visible)
{
_clearLabel.gameObject.SetActive(visible);
}
public static string GetHeaderPath(StoryChapterData chapterData, bool isFetch)
{
return Toolbox.ResourcesManager.GetAssetTypePath("story_chapter_header_" + chapterData.ChapterButtonBgId.ToString("00"), ResourcesManager.AssetLoadPathType.StoryChapterHeader, isFetch);
}
public void OnStartClearEffect()
{
_clearLabel.gameObject.SetActive(value: true);
_clearLabel.enabled = false;
}
public void OnFinishClearEffect()
{
_clearLabel.enabled = true;
}
public void UpdateClearState(StoryChapterData.ChapterClearStatus clearState)
{
AreaSelectUtility.SetClearLabelColor(_clearLabel, clearState);
}
public void SetChapterData(StoryChapterData chapterData, AreaSelectUI parent, UIScrollView scrollView)
{
_chapterData = chapterData;
_dragScrollView.scrollView = scrollView;
_bg.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(GetHeaderPath(chapterData, isFetch: true));
_bg.gameObject.SetActive(value: true);
_notSelectMask.gameObject.SetActive(value: false);
UpdateClearState(chapterData.ClearStatus);
_clearLabel.gameObject.SetActive(chapterData.IsPlayedChapter);
if (chapterData.IsMaintenanceChapter)
{
Color color = _chapterName.color;
UIManager.SetObjectToGrey(base.gameObject, b: true);
_chapterName.color = color;
_chapterName.text = Data.SystemText.Get("System_0022");
_chapterNo.text = string.Empty;
}
else
{
string chapterTitleStory = parent.GetChapterTitleStory(chapterData.ChapterId);
int num = chapterTitleStory.IndexOf(' ');
_chapterNo.text = chapterTitleStory.Substring(0, num + 1);
_chapterName.text = chapterTitleStory.Substring(num + 1);
_chapterNameMarquee.SetWidthOfNeedsToScroll(324f - (float)_chapterNo.width);
_chapterNameMarquee.Reset();
}
}
public void UpdateSelectStatus(int SelectChapterIndex, int selfIndex, AreaSelectUI parent, bool isinterpscale, UIScrollView scrollView)
{
bool flag = selfIndex == SelectChapterIndex;
int num = 0;
float num2 = 0f;
if (flag)
{
num = 4;
num2 = 1f;
}
else
{
num = 3;
num2 = 0.85f;
}
bool flag2 = parent.IsUseChapterListClearedMask && _chapterData.IsCleared;
if (!_chapterData.IsMaintenanceChapter)
{
Color color = new Color(1f, 1f, 1f, 1f);
color.a = num2;
_bg.color = color;
_notSelectMask.color = color;
_chapterNo.color = color;
_chapterName.color = color;
_clearLabel.color = color;
}
if (_bg.gameObject.activeSelf != flag)
{
_bg.gameObject.SetActive(flag);
SetMarqueeEnable(flag);
}
if (_notSelectMask.gameObject.activeSelf == flag)
{
_notSelectMask.gameObject.SetActive(!flag);
}
if (_clearMask.gameObject.activeSelf != flag2)
{
_clearMask.gameObject.SetActive(flag2);
}
UpdateInterpsScale(isinterpscale, flag);
Vector3 localPosition = base.transform.localPosition;
float num3 = Mathf.Abs(localPosition.y + scrollView.transform.localPosition.y);
float num4 = 200f;
if (num3 < num4)
{
float num5 = num4 - Mathf.Sqrt(num4 * num4 - num3 * num3);
num5 *= 2.5f;
localPosition.x = 190f + num5;
}
else
{
localPosition.x = 530f + num4;
}
base.transform.localPosition = localPosition;
_bg.depth = num;
_notSelectMask.depth = num;
}
public void SetMarqueeEnable(bool enable)
{
if (enable)
{
_chapterNameMarquee.StartMarquee();
}
else
{
_chapterNameMarquee.Reset();
}
}
private void UpdateInterpsScale(bool isinterpscale, bool isSelected)
{
float num = (isSelected ? 1f : 0.75f);
if (isinterpscale)
{
Vector3 localScale = base.transform.localScale;
if (localScale.x < num)
{
localScale.x += Time.deltaTime;
if (localScale.x >= num)
{
localScale.x = num;
}
}
else if (localScale.x > num)
{
localScale.x -= Time.deltaTime;
if (localScale.x <= num)
{
localScale.x = num;
}
}
localScale.y = localScale.x;
base.transform.localScale = localScale;
}
else
{
Vector3 localScale2 = base.transform.localScale;
localScale2.x = num;
localScale2.y = num;
base.transform.localScale = localScale2;
}
}
}