Files
SVSimServer/SVSim.BattleEngine/Engine/UIButton.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

236 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("NGUI/Interaction/Button")]
public class UIButton : UIButtonColor
{
public static UIButton current;
public bool dragHighlight;
public string hoverSprite;
public string pressedSprite;
public string disabledSprite;
public Sprite hoverSprite2D;
public Sprite pressedSprite2D;
public Sprite disabledSprite2D;
public bool pixelSnap;
public List<EventDelegate> onClick = new List<EventDelegate>();
[NonSerialized]
private UISprite mSprite;
[NonSerialized]
private UI2DSprite mSprite2D;
[NonSerialized]
private string mNormalSprite;
[NonSerialized]
private Sprite mNormalSprite2D;
public override bool isEnabled
{
get
{
if (!base.enabled)
{
return false;
}
Collider component = base.gameObject.GetComponent<Collider>();
if ((bool)component && component.enabled)
{
return true;
}
Collider2D component2 = GetComponent<Collider2D>();
if ((bool)component2)
{
return component2.enabled;
}
return false;
}
set
{
if (isEnabled == value)
{
return;
}
Collider component = base.gameObject.GetComponent<Collider>();
if (component != null)
{
component.enabled = value;
UIButton[] components = GetComponents<UIButton>();
for (int i = 0; i < components.Length; i++)
{
components[i].SetState((!value) ? State.Disabled : State.Normal, immediate: false);
}
return;
}
Collider2D component2 = GetComponent<Collider2D>();
if (component2 != null)
{
component2.enabled = value;
UIButton[] components = GetComponents<UIButton>();
for (int i = 0; i < components.Length; i++)
{
components[i].SetState((!value) ? State.Disabled : State.Normal, immediate: false);
}
}
else
{
base.enabled = value;
}
}
}
public string normalSprite
{
get
{
if (!mInitDone)
{
OnInit();
}
return mNormalSprite;
}
set
{
if (!mInitDone)
{
OnInit();
}
if (mSprite != null && !string.IsNullOrEmpty(mNormalSprite) && mNormalSprite == mSprite.spriteName)
{
mNormalSprite = value;
SetSprite(value);
NGUITools.SetDirty(mSprite);
return;
}
mNormalSprite = value;
if (mState == State.Normal)
{
SetSprite(value);
}
}
}
protected override void OnInit()
{
base.OnInit();
mSprite = mWidget as UISprite;
mSprite2D = mWidget as UI2DSprite;
if (mSprite != null)
{
mNormalSprite = mSprite.spriteName;
}
if (mSprite2D != null)
{
mNormalSprite2D = mSprite2D.sprite2D;
}
}
protected override void OnEnable()
{
if (isEnabled)
{
if (mInitDone)
{
OnHover(UICamera.hoveredObject == base.gameObject);
}
}
else
{
SetState(State.Disabled, immediate: true);
}
}
protected override void OnDragOver()
{
if (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == base.gameObject))
{
base.OnDragOver();
}
}
protected override void OnDragOut()
{
if (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == base.gameObject))
{
base.OnDragOut();
}
}
public override void SetState(State state, bool immediate)
{
base.SetState(state, immediate);
if (mSprite != null)
{
switch (state)
{
case State.Normal:
SetSprite(mNormalSprite);
break;
case State.Hover:
SetSprite(string.IsNullOrEmpty(hoverSprite) ? mNormalSprite : hoverSprite);
break;
case State.Pressed:
SetSprite(pressedSprite);
break;
case State.Disabled:
SetSprite(disabledSprite);
break;
}
}
else if (mSprite2D != null)
{
switch (state)
{
case State.Normal:
SetSprite(mNormalSprite2D);
break;
case State.Hover:
SetSprite((hoverSprite2D == null) ? mNormalSprite2D : hoverSprite2D);
break;
case State.Pressed:
SetSprite(pressedSprite2D);
break;
case State.Disabled:
SetSprite(disabledSprite2D);
break;
}
}
}
protected void SetSprite(string sp)
{
if (mSprite != null && !string.IsNullOrEmpty(sp) && mSprite.spriteName != sp)
{
mSprite.spriteName = sp;
if (pixelSnap)
{
mSprite.MakePixelPerfect();
}
}
}
protected void SetSprite(Sprite sp)
{
if (sp != null && mSprite2D != null && mSprite2D.sprite2D != sp)
{
mSprite2D.sprite2D = sp;
if (pixelSnap)
{
mSprite2D.MakePixelPerfect();
}
}
}
}