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>
169 lines
3.2 KiB
C#
169 lines
3.2 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/UI/Root")]
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public class UIRoot : MonoBehaviour
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{
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public enum Scaling
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{
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Flexible,
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Constrained,
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ConstrainedOnMobiles
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}
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public enum Constraint
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{
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Fit,
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Fill,
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FitWidth,
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FitHeight
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}
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public static List<UIRoot> list = new List<UIRoot>();
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public Scaling scalingStyle;
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public int manualWidth = 1280;
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public int manualHeight = 720;
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public int minimumHeight = 320;
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public int maximumHeight = 1536;
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public bool fitWidth;
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public bool fitHeight = true;
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public bool adjustByDPI;
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public bool shrinkPortraitUI;
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private Transform mTrans;
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public Constraint constraint
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{
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get
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{
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if (fitWidth)
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{
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if (fitHeight)
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{
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return Constraint.Fit;
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}
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return Constraint.FitWidth;
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}
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if (fitHeight)
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{
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return Constraint.FitHeight;
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}
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return Constraint.Fill;
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}
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}
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public Scaling activeScaling
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{
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get
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{
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Scaling scaling = scalingStyle;
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if (scaling == Scaling.ConstrainedOnMobiles)
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{
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return Scaling.Constrained;
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}
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return scaling;
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}
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}
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public int activeHeight
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{
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get
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{
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if (activeScaling == Scaling.Flexible)
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{
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Vector2 screenSize = NGUITools.screenSize;
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float num = screenSize.x / screenSize.y;
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if (screenSize.y < (float)minimumHeight)
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{
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screenSize.y = minimumHeight;
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screenSize.x = screenSize.y * num;
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}
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else if (screenSize.y > (float)maximumHeight)
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{
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screenSize.y = maximumHeight;
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screenSize.x = screenSize.y * num;
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}
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int num2 = Mathf.RoundToInt((shrinkPortraitUI && screenSize.y > screenSize.x) ? (screenSize.y / num) : screenSize.y);
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if (!adjustByDPI)
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{
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return num2;
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}
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return NGUIMath.AdjustByDPI(num2);
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}
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Constraint constraint = this.constraint;
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if (constraint == Constraint.FitHeight)
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{
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return manualHeight;
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}
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Vector2 screenSize2 = NGUITools.screenSize;
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float num3 = screenSize2.x / screenSize2.y;
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float num4 = (float)manualWidth / (float)manualHeight;
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switch (constraint)
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{
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case Constraint.FitWidth:
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return Mathf.RoundToInt((float)manualWidth / num3);
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case Constraint.Fit:
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if (!(num4 > num3))
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{
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return manualHeight;
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}
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return Mathf.RoundToInt((float)manualWidth / num3);
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case Constraint.Fill:
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if (!(num4 < num3))
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{
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return manualHeight;
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}
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return Mathf.RoundToInt((float)manualWidth / num3);
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default:
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return manualHeight;
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}
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}
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}
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public float pixelSizeAdjustment
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{
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get
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{
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int num = Mathf.RoundToInt(NGUITools.screenSize.y);
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if (num != -1)
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{
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return GetPixelSizeAdjustment(num);
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}
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return 1f;
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}
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}
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public float GetPixelSizeAdjustment(int height)
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{
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height = Mathf.Max(2, height);
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if (activeScaling == Scaling.Constrained)
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{
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return (float)activeHeight / (float)height;
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}
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if (height < minimumHeight)
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{
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return (float)minimumHeight / (float)height;
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}
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if (height > maximumHeight)
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{
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return (float)maximumHeight / (float)height;
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}
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return 1f;
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}
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protected virtual void Awake()
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{
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mTrans = base.transform;
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}
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}
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