Files
SVSimServer/SVSim.BattleEngine/Engine/ActiveAnimation.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

227 lines
5.5 KiB
C#

using System.Collections.Generic;
using AnimationOrTween;
using UnityEngine;
[AddComponentMenu("NGUI/Internal/Active Animation")]
public class ActiveAnimation : MonoBehaviour
{
public List<EventDelegate> onFinished = new List<EventDelegate>();
private Animation mAnim;
private Direction mLastDirection;
private Direction mDisableDirection;
private bool mNotify;
private Animator mAnimator;
private string mClip = "";
private float playbackTime => Mathf.Clamp01(mAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime);
public bool isPlaying
{
get
{
if (mAnim == null)
{
if (mAnimator != null)
{
if (mLastDirection == Direction.Reverse)
{
if (playbackTime == 0f)
{
return false;
}
}
else if (playbackTime == 1f)
{
return false;
}
return true;
}
return false;
}
foreach (AnimationState item in mAnim)
{
if (!mAnim.IsPlaying(item.name))
{
continue;
}
if (mLastDirection == Direction.Forward)
{
if (item.time < item.length)
{
return true;
}
continue;
}
if (mLastDirection == Direction.Reverse)
{
if (item.time > 0f)
{
return true;
}
continue;
}
return true;
}
return false;
}
}
public void Finish()
{
if (mAnim != null)
{
foreach (AnimationState item in mAnim)
{
if (mLastDirection == Direction.Forward)
{
item.time = item.length;
}
else if (mLastDirection == Direction.Reverse)
{
item.time = 0f;
}
}
mAnim.Sample();
}
else if (mAnimator != null)
{
mAnimator.Play(mClip, 0, (mLastDirection == Direction.Forward) ? 1f : 0f);
}
}
private void Play(string clipName, Direction playDirection)
{
if (playDirection == Direction.Toggle)
{
playDirection = ((mLastDirection != Direction.Forward) ? Direction.Forward : Direction.Reverse);
}
if (mAnim != null)
{
base.enabled = true;
mAnim.enabled = false;
if (string.IsNullOrEmpty(clipName))
{
if (!mAnim.isPlaying)
{
mAnim.Play();
}
}
else if (!mAnim.IsPlaying(clipName))
{
mAnim.Play(clipName);
}
foreach (AnimationState item in mAnim)
{
if (string.IsNullOrEmpty(clipName) || item.name == clipName)
{
float num = Mathf.Abs(item.speed);
item.speed = num * (float)playDirection;
if (playDirection == Direction.Reverse && item.time == 0f)
{
item.time = item.length;
}
else if (playDirection == Direction.Forward && item.time == item.length)
{
item.time = 0f;
}
}
}
mLastDirection = playDirection;
mNotify = true;
mAnim.Sample();
}
else if (mAnimator != null)
{
if (base.enabled && isPlaying && mClip == clipName)
{
mLastDirection = playDirection;
return;
}
base.enabled = true;
mNotify = true;
mLastDirection = playDirection;
mClip = clipName;
mAnimator.Play(mClip, 0, (playDirection == Direction.Forward) ? 0f : 1f);
}
}
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition)
{
if (!NGUITools.GetActive(anim.gameObject))
{
if (enableBeforePlay != EnableCondition.EnableThenPlay)
{
return null;
}
NGUITools.SetActive(anim.gameObject, state: true);
UIPanel[] componentsInChildren = anim.gameObject.GetComponentsInChildren<UIPanel>();
int i = 0;
for (int num = componentsInChildren.Length; i < num; i++)
{
componentsInChildren[i].Refresh();
}
}
ActiveAnimation activeAnimation = anim.GetComponent<ActiveAnimation>();
if (activeAnimation == null)
{
activeAnimation = anim.gameObject.AddComponent<ActiveAnimation>();
}
activeAnimation.mAnim = anim;
activeAnimation.mDisableDirection = (Direction)disableCondition;
activeAnimation.onFinished.Clear();
activeAnimation.Play(clipName, playDirection);
if (activeAnimation.mAnim != null)
{
activeAnimation.mAnim.Sample();
}
else if (activeAnimation.mAnimator != null)
{
activeAnimation.mAnimator.Update(0f);
}
return activeAnimation;
}
public static ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition)
{
if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.gameObject))
{
if (enableBeforePlay != EnableCondition.EnableThenPlay)
{
return null;
}
NGUITools.SetActive(anim.gameObject, state: true);
UIPanel[] componentsInChildren = anim.gameObject.GetComponentsInChildren<UIPanel>();
int i = 0;
for (int num = componentsInChildren.Length; i < num; i++)
{
componentsInChildren[i].Refresh();
}
}
ActiveAnimation activeAnimation = anim.GetComponent<ActiveAnimation>();
if (activeAnimation == null)
{
activeAnimation = anim.gameObject.AddComponent<ActiveAnimation>();
}
activeAnimation.mAnimator = anim;
activeAnimation.mDisableDirection = (Direction)disableCondition;
activeAnimation.onFinished.Clear();
activeAnimation.Play(clipName, playDirection);
if (activeAnimation.mAnim != null)
{
activeAnimation.mAnim.Sample();
}
else if (activeAnimation.mAnimator != null)
{
activeAnimation.mAnimator.Update(0f);
}
return activeAnimation;
}
}