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>
133 lines
3.1 KiB
C#
133 lines
3.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine;
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public class FlexibleGrid : MonoBehaviour
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{
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public enum Order
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{
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Horizontal }
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public enum PivotOption
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{
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NONE,
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CENTER
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}
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[SerializeField]
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private Vector2 _limitSize;
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[SerializeField]
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private Vector2 _padding;
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[SerializeField]
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private bool _hideInactive = true;
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[SerializeField]
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private Order _order;
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[SerializeField]
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private bool _reversel;
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[SerializeField]
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private PivotOption _horizonPivotOption;
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private bool _repositionCalled;
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[ContextMenu("Execute")]
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public void Reposition()
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{
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_repositionCalled = true;
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List<Transform> childList = GetChildList();
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if (childList.Count == 0)
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{
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return;
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}
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float num = 0f;
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float num2 = 0f;
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float num3 = 0f;
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int i = 0;
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for (int count = childList.Count; i < count; i++)
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{
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Transform transform = childList[i];
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Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(transform, !_hideInactive);
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Vector3 localScale = transform.localScale;
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bounds.min = Vector3.Scale(bounds.min, localScale);
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bounds.max = Vector3.Scale(bounds.max, localScale);
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if (bounds.min == bounds.max)
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{
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continue;
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}
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if (_order == Order.Horizontal)
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{
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int num4 = ((!_reversel) ? 1 : (-1));
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num = Math.Max(num, bounds.size.y);
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if (num2 + bounds.size.x > _limitSize.x)
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{
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num2 = 0f;
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num3 -= num + _padding.y;
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num = 0f;
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}
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Vector3 localPosition = transform.localPosition;
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if (_horizonPivotOption == PivotOption.CENTER)
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{
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if (i == 0)
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{
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localPosition.x = num2;
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}
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else
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{
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float num5 = (float)num4 * bounds.size.x * 0.5f;
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localPosition.x = num2 + num5;
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}
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}
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else
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{
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localPosition.x = num2 + (float)num4 * (bounds.extents.x - bounds.center.x);
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}
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localPosition.y = num3;
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transform.localPosition = localPosition;
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num2 = ((_horizonPivotOption != PivotOption.CENTER) ? (num2 + (float)num4 * (bounds.size.x + _padding.x)) : ((i != 0) ? (num2 + (float)num4 * (_padding.x + bounds.size.x)) : (num2 + (float)num4 * (_padding.x + bounds.size.x * 0.5f))));
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}
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else
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{
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num = Math.Max(num, bounds.size.x);
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if (num3 + bounds.size.y > _limitSize.y)
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{
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num3 = 0f;
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num2 += num + _padding.x;
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num = 0f;
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}
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Vector3 localPosition2 = transform.localPosition;
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localPosition2.x = num2;
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localPosition2.y = num3 - bounds.extents.y - bounds.center.y;
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transform.localPosition = localPosition2;
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num3 -= bounds.size.y + _padding.y;
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}
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}
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}
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private List<Transform> GetChildList()
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{
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Transform transform = base.transform;
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List<Transform> list = new List<Transform>();
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for (int i = 0; i < transform.childCount; i++)
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{
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Transform child = transform.GetChild(i);
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if (!_hideInactive || ((bool)child && NGUITools.GetActive(child.gameObject)))
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{
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list.Add(child);
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}
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}
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return list;
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}
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public IEnumerator RepositionNextFrame()
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{
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yield return null;
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Reposition();
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}
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}
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