Files
SVSimServer/SVSim.BattleEngine/Engine/UITable.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

224 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("NGUI/Interaction/Table")]
public class UITable : UIWidgetContainer
{
public delegate void OnReposition();
public enum Direction
{
Down }
public enum Sorting
{
None,
Alphabetic,
Horizontal,
Vertical }
public int columns;
public Direction direction;
public Sorting sorting;
public UIWidget.Pivot pivot;
public UIWidget.Pivot cellAlignment;
public bool hideInactive = true;
public bool keepWithinPanel;
public Vector2 padding = Vector2.zero;
public OnReposition onReposition;
public Comparison<Transform> onCustomSort;
protected UIPanel mPanel;
protected bool mInitDone;
protected bool mReposition;
public bool repositionNow
{
set
{
if (value)
{
mReposition = true;
base.enabled = true;
}
}
}
public List<Transform> GetChildList()
{
Transform transform = base.transform;
List<Transform> list = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
if (!hideInactive || ((bool)child && NGUITools.GetActive(child.gameObject)))
{
list.Add(child);
}
}
if (sorting != Sorting.None)
{
if (sorting == Sorting.Alphabetic)
{
list.Sort(UIGrid.SortByName);
}
else if (sorting == Sorting.Horizontal)
{
list.Sort(UIGrid.SortHorizontal);
}
else if (sorting == Sorting.Vertical)
{
list.Sort(UIGrid.SortVertical);
}
else if (onCustomSort != null)
{
list.Sort(onCustomSort);
}
else
{
Sort(list);
}
}
return list;
}
protected virtual void Sort(List<Transform> list)
{
list.Sort(UIGrid.SortByName);
}
protected virtual void Init()
{
mInitDone = true;
mPanel = NGUITools.FindInParents<UIPanel>(base.gameObject);
}
protected void RepositionVariableSize(List<Transform> children)
{
float num = 0f;
float num2 = 0f;
int num3 = ((columns <= 0) ? 1 : (children.Count / columns + 1));
int num4 = ((columns > 0) ? columns : children.Count);
Bounds[,] array = new Bounds[num3, num4];
Bounds[] array2 = new Bounds[num4];
Bounds[] array3 = new Bounds[num3];
int num5 = 0;
int num6 = 0;
int i = 0;
for (int count = children.Count; i < count; i++)
{
Transform obj = children[i];
Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(obj, !hideInactive);
Vector3 localScale = obj.localScale;
bounds.min = Vector3.Scale(bounds.min, localScale);
bounds.max = Vector3.Scale(bounds.max, localScale);
array[num6, num5] = bounds;
array2[num5].Encapsulate(bounds);
array3[num6].Encapsulate(bounds);
if (++num5 >= columns && columns > 0)
{
num5 = 0;
num6++;
}
}
num5 = 0;
num6 = 0;
Vector2 pivotOffset = NGUIMath.GetPivotOffset(cellAlignment);
int j = 0;
for (int count2 = children.Count; j < count2; j++)
{
Transform obj2 = children[j];
Bounds bounds2 = array[num6, num5];
Bounds bounds3 = array2[num5];
Bounds bounds4 = array3[num6];
Vector3 localPosition = obj2.localPosition;
localPosition.x = num + bounds2.extents.x - bounds2.center.x;
localPosition.x -= Mathf.Lerp(0f, bounds2.max.x - bounds2.min.x - bounds3.max.x + bounds3.min.x, pivotOffset.x) - padding.x;
if (direction == Direction.Down)
{
localPosition.y = 0f - num2 - bounds2.extents.y - bounds2.center.y;
localPosition.y += Mathf.Lerp(bounds2.max.y - bounds2.min.y - bounds4.max.y + bounds4.min.y, 0f, pivotOffset.y) - padding.y;
}
else
{
localPosition.y = num2 + bounds2.extents.y - bounds2.center.y;
localPosition.y -= Mathf.Lerp(0f, bounds2.max.y - bounds2.min.y - bounds4.max.y + bounds4.min.y, pivotOffset.y) - padding.y;
}
num += bounds3.size.x + padding.x * 2f;
obj2.localPosition = localPosition;
if (++num5 >= columns && columns > 0)
{
num5 = 0;
num6++;
num = 0f;
num2 += bounds4.size.y + padding.y * 2f;
}
}
if (pivot == UIWidget.Pivot.TopLeft)
{
return;
}
pivotOffset = NGUIMath.GetPivotOffset(pivot);
Bounds bounds5 = NGUIMath.CalculateRelativeWidgetBounds(base.transform);
float num7 = Mathf.Lerp(0f, bounds5.size.x, pivotOffset.x);
float num8 = Mathf.Lerp(0f - bounds5.size.y, 0f, pivotOffset.y);
Transform transform = base.transform;
for (int k = 0; k < transform.childCount; k++)
{
Transform child = transform.GetChild(k);
SpringPosition component = child.GetComponent<SpringPosition>();
if (component != null)
{
component.target.x -= num7;
component.target.y -= num8;
continue;
}
Vector3 localPosition2 = child.localPosition;
localPosition2.x -= num7;
localPosition2.y -= num8;
child.localPosition = localPosition2;
}
}
[ContextMenu("Execute")]
public virtual void Reposition()
{
if (Application.isPlaying && !mInitDone && NGUITools.GetActive(this))
{
Init();
}
mReposition = false;
Transform target = base.transform;
List<Transform> childList = GetChildList();
if (childList.Count > 0)
{
RepositionVariableSize(childList);
}
if (keepWithinPanel && mPanel != null)
{
mPanel.ConstrainTargetToBounds(target, immediate: true);
UIScrollView component = mPanel.GetComponent<UIScrollView>();
if (component != null)
{
component.UpdateScrollbars(recalculateBounds: true);
}
}
if (onReposition != null)
{
onReposition();
}
}
}