Files
SVSimServer/SVSim.BattleEngine/Engine/UICamera.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

597 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/UI/NGUI Event System (UICamera)")]
[RequireComponent(typeof(Camera))]
public class UICamera : MonoBehaviour
{
public enum ControlScheme
{
Mouse,
Touch,
Controller
}
public enum ClickNotification
{
None,
Always }
public class MouseOrTouch
{
public Vector2 pos;
public Vector2 lastPos;
public Vector2 totalDelta;
public GameObject last;
public GameObject current;
public GameObject pressed;
public GameObject dragged;
public ClickNotification clickNotification = ClickNotification.Always;
public bool dragStarted;
}
public enum EventType
{
World_3D,
UI_3D }
public delegate bool GetKeyStateFunc(KeyCode key);
public delegate float GetAxisFunc(string name);
public delegate bool GetAnyKeyFunc();
public delegate void OnScreenResize();
public delegate void OnCustomInput();
public delegate void OnSchemeChange();
public delegate void MoveDelegate(Vector2 delta);
public delegate void VoidDelegate(GameObject go);
public delegate void BoolDelegate(GameObject go, bool state);
public delegate void FloatDelegate(GameObject go, float delta);
public delegate void VectorDelegate(GameObject go, Vector2 delta);
public delegate void ObjectDelegate(GameObject go, GameObject obj);
public delegate void KeyCodeDelegate(GameObject go, KeyCode key);
public struct DepthEntry
{
public Vector3 point;
public GameObject go;
}
public class Touch
{
public Vector2 position;
}
public delegate int GetTouchCountCallback();
public delegate Touch GetTouchCallback(int index);
public static BetterList<UICamera> list = new BetterList<UICamera>();
public static GetKeyStateFunc GetKeyDown = Input.GetKeyDown;
public static GetKeyStateFunc GetKeyUp = Input.GetKeyUp;
public static GetKeyStateFunc GetKey = Input.GetKey;
public static OnScreenResize onScreenResize;
public EventType eventType = EventType.UI_3D;
public bool useMouse = true;
public bool useTouch = true;
public bool useKeyboard = true;
public bool useController = true;
public KeyCode submitKey0 = KeyCode.Return;
public KeyCode submitKey1 = KeyCode.JoystickButton0;
public KeyCode cancelKey0 = KeyCode.Escape;
public KeyCode cancelKey1 = KeyCode.JoystickButton1;
private static Vector2 mLastPos = Vector2.zero;
public static Vector3 lastWorldPosition = Vector3.zero;
public static RaycastHit lastHit;
public static UICamera current = null;
public static Camera currentCamera = null;
public static OnSchemeChange onSchemeChange;
private static ControlScheme mLastScheme = ControlScheme.Mouse;
public static int currentTouchID = -100;
private static KeyCode mCurrentKey = KeyCode.Alpha0;
public static MouseOrTouch currentTouch = null;
private static bool mInputFocus = false;
private static GameObject mGenericHandler;
public static BoolDelegate onHover;
public static BoolDelegate onSelect;
public static BoolDelegate onTooltip;
private static MouseOrTouch[] mMouse = new MouseOrTouch[3]
{
new MouseOrTouch(),
new MouseOrTouch(),
new MouseOrTouch()
};
public static MouseOrTouch controller = new MouseOrTouch();
public static List<MouseOrTouch> activeTouches = new List<MouseOrTouch>();
private static int mWidth = 0;
private static int mHeight = 0;
private static GameObject mTooltip = null;
private Camera mCam;
private static float mTooltipTime = 0f;
private static GameObject mHover;
private static GameObject mSelected;
private static BetterList<DepthEntry> mHits = new BetterList<DepthEntry>();
private static int mNotifying = 0;
public static Vector2 lastEventPosition
{
get
{
if (currentScheme == ControlScheme.Controller)
{
GameObject gameObject = hoveredObject;
if (gameObject != null)
{
Bounds bounds = NGUIMath.CalculateAbsoluteWidgetBounds(gameObject.transform);
return NGUITools.FindCameraForLayer(gameObject.layer).WorldToScreenPoint(bounds.center);
}
}
return mLastPos;
}
set
{
mLastPos = value;
}
}
public static ControlScheme currentScheme
{
get
{
if (mCurrentKey == KeyCode.None)
{
return ControlScheme.Touch;
}
if (mCurrentKey >= KeyCode.JoystickButton0)
{
return ControlScheme.Controller;
}
if (current != null && mLastScheme == ControlScheme.Controller && (mCurrentKey == current.submitKey0 || mCurrentKey == current.submitKey1))
{
return ControlScheme.Controller;
}
return ControlScheme.Mouse;
}
set
{
switch (value)
{
case ControlScheme.Mouse:
currentKey = KeyCode.Mouse0;
break;
case ControlScheme.Controller:
currentKey = KeyCode.JoystickButton0;
break;
case ControlScheme.Touch:
currentKey = KeyCode.None;
break;
default:
currentKey = KeyCode.Alpha0;
break;
}
mLastScheme = value;
}
}
public static KeyCode currentKey
{
get
{
return mCurrentKey;
}
set
{
if (mCurrentKey == value)
{
return;
}
ControlScheme num = mLastScheme;
mCurrentKey = value;
mLastScheme = currentScheme;
if (num != mLastScheme)
{
HideTooltip();
if (mLastScheme == ControlScheme.Mouse)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
if (onSchemeChange != null)
{
onSchemeChange();
}
}
}
}
public static Ray currentRay
{
get
{
if (!(currentCamera != null) || currentTouch == null)
{
return default(Ray);
}
return currentCamera.ScreenPointToRay(currentTouch.pos);
}
}
public Camera cachedCamera
{
get
{
if (mCam == null)
{
mCam = GetComponent<Camera>();
}
return mCam;
}
}
public static GameObject hoveredObject
{
get
{
if (currentTouch != null && currentTouch.dragStarted)
{
return currentTouch.current;
}
if ((bool)mHover && mHover.activeInHierarchy)
{
return mHover;
}
mHover = null;
return null;
}
set
{
if (mHover == value)
{
return;
}
bool flag = false;
UICamera uICamera = current;
if (currentTouch == null)
{
flag = true;
currentTouchID = -100;
currentTouch = controller;
}
ShowTooltip(null);
if ((bool)mSelected && currentScheme == ControlScheme.Controller)
{
Notify(mSelected, "OnSelect", false);
if (onSelect != null)
{
onSelect(mSelected, state: false);
}
mSelected = null;
}
if ((bool)mHover)
{
Notify(mHover, "OnHover", false);
if (onHover != null)
{
onHover(mHover, state: false);
}
}
mHover = value;
currentTouch.clickNotification = ClickNotification.None;
if ((bool)mHover)
{
if (mHover != controller.current && mHover.GetComponent<UIKeyNavigation>() != null)
{
controller.current = mHover;
}
if (flag)
{
UICamera uICamera2 = ((mHover != null) ? FindCameraForLayer(mHover.layer) : list[0]);
if (uICamera2 != null)
{
current = uICamera2;
currentCamera = uICamera2.cachedCamera;
}
}
if (onHover != null)
{
onHover(mHover, state: true);
}
Notify(mHover, "OnHover", true);
}
if (flag)
{
current = uICamera;
currentCamera = ((uICamera != null) ? uICamera.cachedCamera : null);
currentTouch = null;
currentTouchID = -100;
}
}
}
public static GameObject selectedObject
{
get
{
if ((bool)mSelected && mSelected.activeInHierarchy)
{
return mSelected;
}
mSelected = null;
return null;
}
set
{
if (mSelected == value)
{
hoveredObject = value;
controller.current = value;
return;
}
ShowTooltip(null);
bool flag = false;
UICamera uICamera = current;
if (currentTouch == null)
{
flag = true;
currentTouchID = -100;
currentTouch = controller;
}
mInputFocus = false;
if ((bool)mSelected)
{
Notify(mSelected, "OnSelect", false);
if (onSelect != null)
{
onSelect(mSelected, state: false);
}
}
mSelected = value;
currentTouch.clickNotification = ClickNotification.None;
if (value != null && value.GetComponent<UIKeyNavigation>() != null)
{
controller.current = value;
}
if ((bool)mSelected && flag)
{
UICamera uICamera2 = ((mSelected != null) ? FindCameraForLayer(mSelected.layer) : list[0]);
if (uICamera2 != null)
{
current = uICamera2;
currentCamera = uICamera2.cachedCamera;
}
}
if ((bool)mSelected)
{
mInputFocus = mSelected.activeInHierarchy && mSelected.GetComponent<UIInput>() != null;
if (onSelect != null)
{
onSelect(mSelected, state: true);
}
Notify(mSelected, "OnSelect", true);
}
if (flag)
{
current = uICamera;
currentCamera = ((uICamera != null) ? uICamera.cachedCamera : null);
currentTouch = null;
currentTouchID = -100;
}
}
}
public static bool IsPressed(GameObject go)
{
for (int i = 0; i < 3; i++)
{
if (mMouse[i].pressed == go)
{
return true;
}
}
int j = 0;
for (int count = activeTouches.Count; j < count; j++)
{
if (activeTouches[j].pressed == go)
{
return true;
}
}
if (controller.pressed == go)
{
return true;
}
return false;
}
public static BetterList<DepthEntry> GetHitsList()
{
return mHits;
}
public static bool IsHighlighted(GameObject go)
{
return hoveredObject == go;
}
public static UICamera FindCameraForLayer(int layer)
{
int num = 1 << layer;
for (int i = 0; i < list.size; i++)
{
UICamera uICamera = list.buffer[i];
Camera camera = uICamera.cachedCamera;
if (camera != null && (camera.cullingMask & num) != 0)
{
return uICamera;
}
}
return null;
}
public static void Notify(GameObject go, string funcName, object obj)
{
if (mNotifying > 10)
{
return;
}
if (currentScheme == ControlScheme.Controller && UIPopupList.isOpen && UIPopupList.current.source == go && UIPopupList.isOpen)
{
go = UIPopupList.current.gameObject;
}
if ((bool)go && go.activeInHierarchy)
{
mNotifying++;
go.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver);
if (mGenericHandler != null && mGenericHandler != go)
{
mGenericHandler.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver);
}
mNotifying--;
}
}
private void Awake()
{
mWidth = Screen.width;
mHeight = Screen.height;
mMouse[0].pos = Input.mousePosition;
for (int i = 1; i < 3; i++)
{
mMouse[i].pos = mMouse[0].pos;
mMouse[i].lastPos = mMouse[0].pos;
}
mLastPos = mMouse[0].pos;
string[] commandLineArgs = Environment.GetCommandLineArgs();
if (commandLineArgs == null)
{
return;
}
for (int j = 0; j < commandLineArgs.Length; j++)
{
switch (commandLineArgs[j])
{
case "-noMouse":
useMouse = false;
break;
case "-noTouch":
useTouch = false;
break;
case "-noController":
useController = false;
break;
case "-noJoystick":
useController = false;
break;
case "-useMouse":
useMouse = true;
break;
case "-useTouch":
useTouch = true;
break;
case "-useController":
useController = true;
break;
case "-useJoystick":
useController = true;
break;
}
}
}
public static bool ShowTooltip(GameObject go)
{
if (mTooltip != go)
{
if (mTooltip != null)
{
if (onTooltip != null)
{
onTooltip(mTooltip, state: false);
}
Notify(mTooltip, "OnTooltip", false);
}
mTooltip = go;
mTooltipTime = 0f;
if (mTooltip != null)
{
if (onTooltip != null)
{
onTooltip(mTooltip, state: true);
}
Notify(mTooltip, "OnTooltip", true);
}
return true;
}
return false;
}
public static bool HideTooltip()
{
return ShowTooltip(null);
}
}