Files
SVSimServer/SVSim.BattleEngine/Engine/UIRoot.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

169 lines
3.2 KiB
C#

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