Files
SVSimServer/SVSim.BattleEngine/Engine/CardSelectListUI_Positioning.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

154 lines
2.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class CardSelectListUI_Positioning : MonoBehaviour
{
[SerializeField]
private List<GameObject> m_objList = new List<GameObject>();
[SerializeField]
private Vector3 m_offset = Vector3.zero;
[SerializeField]
private Vector3 m_lineDirection = Vector3.down;
[SerializeField]
private float m_lineWidth = 170f;
[SerializeField]
private Vector3 m_breakDirection = Vector3.right;
[SerializeField]
private float m_breakHeight = 130f;
[SerializeField]
private float m_breakNum = 2f;
[SerializeField]
private float m_speed = 0.2f;
private float m_prog;
public Vector3 Offset
{
get
{
return m_offset;
}
set
{
m_offset = value;
StartAnim();
}
}
public float BreakWidth
{
get
{
return m_breakHeight;
}
set
{
m_breakHeight = value;
StartAnim();
}
}
public float Speed
{
get
{
return m_speed;
}
set
{
m_speed = value;
StartAnim();
}
}
public bool IsMoving => m_prog < 0.95f;
public void Clear()
{
m_objList.Clear();
}
public void Add(GameObject[] addList)
{
int num = m_objList.Count;
if (num == 0)
{
m_objList.AddRange(addList);
}
else
{
int num2 = addList.Length;
int i = 0;
int num3 = 0;
while (num3 < num && i < num2)
{
int num4 = 0;
while (i < num2 && m_objList[num3] != addList[i])
{
m_objList.Insert(num3, addList[i]);
}
i++;
num3 += num4;
num += num4;
num3++;
}
for (; i < num2; i++)
{
m_objList.Add(addList[i]);
}
}
StartAnim();
}
public void Change(GameObject[] addList)
{
m_objList.Clear();
m_objList.AddRange(addList);
StartAnim();
}
public void Immediate()
{
float speed = m_speed;
m_speed = 1f;
Update_Anim();
m_speed = speed;
}
public Vector3 GetPositionAtIndex(int idx)
{
int num = idx % (int)m_breakNum;
int num2 = idx / (int)m_breakNum;
float num3 = m_lineWidth * (float)num;
float num4 = m_breakHeight * (float)num2;
return m_offset + m_lineDirection * num3 + m_breakDirection * num4;
}
private void Update_Anim()
{
m_prog += (1f - m_prog) * m_speed;
int count = m_objList.Count;
for (int i = 0; i < count; i++)
{
if (!(m_objList[i] == null))
{
Vector3 localPosition = m_objList[i].transform.localPosition;
Vector3 vector = (GetPositionAtIndex(i) - localPosition) * m_speed;
m_objList[i].transform.localPosition = localPosition + vector;
}
}
}
private void StartAnim()
{
m_prog = 0f;
}
}