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>
152 lines
3.7 KiB
C#
152 lines
3.7 KiB
C#
using System;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/Interaction/NGUI Scroll Bar")]
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public class UIScrollBar : UISlider
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{
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private enum Direction
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{
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Horizontal,
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Upgraded
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}
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[HideInInspector]
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[SerializeField]
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protected float mSize = 1f;
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[HideInInspector]
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[SerializeField]
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private float mScroll;
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[HideInInspector]
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[SerializeField]
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private Direction mDir = Direction.Upgraded;
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public float barSize
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{
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get
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{
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return mSize;
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}
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set
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{
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float num = Mathf.Clamp01(value);
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if (mSize == num)
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{
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return;
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}
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mSize = num;
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mIsDirty = true;
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if (NGUITools.GetActive(this))
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{
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if (UIProgressBar.current == null && onChange != null)
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{
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UIProgressBar.current = this;
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EventDelegate.Execute(onChange);
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UIProgressBar.current = null;
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}
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ForceUpdate();
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}
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}
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}
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protected override void Upgrade()
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{
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if (mDir != Direction.Upgraded)
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{
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mValue = mScroll;
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if (mDir == Direction.Horizontal)
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{
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mFill = (mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight);
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}
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else
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{
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mFill = (mInverted ? FillDirection.BottomToTop : FillDirection.TopToBottom);
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}
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mDir = Direction.Upgraded;
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}
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}
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protected override void OnStart()
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{
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base.OnStart();
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if (mFG != null && mFG.gameObject != base.gameObject && (mFG.GetComponent<Collider>() != null || mFG.GetComponent<Collider2D>() != null))
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{
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UIEventListener uIEventListener = UIEventListener.Get(mFG.gameObject);
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uIEventListener.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(uIEventListener.onPress, new UIEventListener.BoolDelegate(OnPressForeground));
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uIEventListener.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener.onDrag, new UIEventListener.VectorDelegate(base.OnDragForeground));
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mFG.autoResizeBoxCollider = true;
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}
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}
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protected override float LocalToValue(Vector2 localPos)
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{
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if (mFG != null)
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{
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float num = Mathf.Clamp01(mSize) * 0.5f;
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float t = num;
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float t2 = 1f - num;
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Vector3[] localCorners = mFG.localCorners;
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if (base.isHorizontal)
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{
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t = Mathf.Lerp(localCorners[0].x, localCorners[2].x, t);
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t2 = Mathf.Lerp(localCorners[0].x, localCorners[2].x, t2);
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float num2 = t2 - t;
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if (num2 == 0f)
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{
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return base.value;
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}
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if (!base.isInverted)
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{
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return (localPos.x - t) / num2;
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}
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return (t2 - localPos.x) / num2;
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}
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t = Mathf.Lerp(localCorners[0].y, localCorners[1].y, t);
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t2 = Mathf.Lerp(localCorners[3].y, localCorners[2].y, t2);
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float num3 = t2 - t;
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if (num3 == 0f)
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{
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return base.value;
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}
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if (!base.isInverted)
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{
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return (localPos.y - t) / num3;
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}
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return (t2 - localPos.y) / num3;
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}
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return base.LocalToValue(localPos);
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}
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public override void ForceUpdate()
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{
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if (mFG != null)
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{
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mIsDirty = false;
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float num = Mathf.Clamp01(mSize) * 0.5f;
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float num2 = Mathf.Lerp(num, 1f - num, base.value);
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float num3 = num2 - num;
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float num4 = num2 + num;
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if (base.isHorizontal)
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{
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mFG.drawRegion = (base.isInverted ? new Vector4(1f - num4, 0f, 1f - num3, 1f) : new Vector4(num3, 0f, num4, 1f));
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}
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else
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{
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mFG.drawRegion = (base.isInverted ? new Vector4(0f, 1f - num4, 1f, 1f - num3) : new Vector4(0f, num3, 1f, num4));
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}
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if (thumb != null)
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{
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Vector4 drawingDimensions = mFG.drawingDimensions;
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Vector3 position = new Vector3(Mathf.Lerp(drawingDimensions.x, drawingDimensions.z, 0.5f), Mathf.Lerp(drawingDimensions.y, drawingDimensions.w, 0.5f));
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SetThumbPosition(mFG.cachedTransform.TransformPoint(position));
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}
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}
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else
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{
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base.ForceUpdate();
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}
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}
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}
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