Files
SVSimServer/SVSim.BattleEngine/Engine/TweenColor.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

142 lines
2.3 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("NGUI/Tween/Tween Color")]
public class TweenColor : UITweener
{
public Color from = Color.white;
public Color to = Color.white;
private bool mCached;
private UIWidget mWidget;
private Material mMat;
private Light mLight;
private SpriteRenderer mSr;
[Obsolete("Use 'value' instead")]
public Color color
{
get
{
return value;
}
set
{
this.value = value;
}
}
public Color value
{
get
{
if (!mCached)
{
Cache();
}
if (mWidget != null)
{
return mWidget.color;
}
if (mMat != null)
{
return mMat.color;
}
if (mSr != null)
{
return mSr.color;
}
if (mLight != null)
{
return mLight.color;
}
return Color.black;
}
set
{
if (!mCached)
{
Cache();
}
if (mWidget != null)
{
mWidget.color = value;
}
else if (mMat != null)
{
mMat.color = value;
}
else if (mSr != null)
{
mSr.color = value;
}
else if (mLight != null)
{
mLight.color = value;
mLight.enabled = value.r + value.g + value.b > 0.01f;
}
}
}
private void Cache()
{
mCached = true;
mWidget = GetComponent<UIWidget>();
if (mWidget != null)
{
return;
}
mSr = GetComponent<SpriteRenderer>();
if (mSr != null)
{
return;
}
Renderer component = GetComponent<Renderer>();
if (component != null)
{
mMat = component.material;
return;
}
mLight = GetComponent<Light>();
if (mLight == null)
{
mWidget = GetComponentInChildren<UIWidget>();
}
}
protected override void OnUpdate(float factor, bool isFinished)
{
value = Color.Lerp(from, to, factor);
}
public static TweenColor Begin(GameObject go, float duration, Color color)
{
TweenColor tweenColor = UITweener.Begin<TweenColor>(go, duration);
tweenColor.from = tweenColor.value;
tweenColor.to = color;
if (duration <= 0f)
{
tweenColor.Sample(1f, isFinished: true);
tweenColor.enabled = false;
}
return tweenColor;
}
[ContextMenu("Set 'From' to current value")]
public override void SetStartToCurrentValue()
{
from = value;
}
[ContextMenu("Set 'To' to current value")]
public override void SetEndToCurrentValue()
{
to = value;
}
}