Files
SVSimServer/SVSim.BattleEngine/Engine/UIGrid.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

279 lines
5.9 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("NGUI/Interaction/Grid")]
public class UIGrid : UIWidgetContainer
{
public delegate void OnReposition();
public enum Arrangement
{
Horizontal,
CellSnap
}
public enum Sorting
{
None,
Alphabetic,
Horizontal,
Vertical,
Custom
}
public Arrangement arrangement;
public Sorting sorting;
public UIWidget.Pivot pivot;
public int maxPerLine;
public float cellWidth = 200f;
public float cellHeight = 200f;
public bool animateSmoothly;
public bool hideInactive;
public bool keepWithinPanel;
public OnReposition onReposition;
public Comparison<Transform> onCustomSort;
[HideInInspector]
[SerializeField]
private bool sorted;
protected bool mReposition;
protected UIPanel mPanel;
protected bool mInitDone;
public bool repositionNow
{
set
{
if (value)
{
mReposition = true;
base.enabled = true;
}
}
}
public List<Transform> GetChildList()
{
Transform transform = base.transform;
List<Transform> list = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
if (!hideInactive || ((bool)child && NGUITools.GetActive(child.gameObject)))
{
list.Add(child);
}
}
if (sorting != Sorting.None && arrangement != Arrangement.CellSnap)
{
if (sorting == Sorting.Alphabetic)
{
list.Sort(SortByName);
}
else if (sorting == Sorting.Horizontal)
{
list.Sort(SortHorizontal);
}
else if (sorting == Sorting.Vertical)
{
list.Sort(SortVertical);
}
else if (onCustomSort != null)
{
list.Sort(onCustomSort);
}
else
{
Sort(list);
}
}
return list;
}
public void AddChild(Transform trans)
{
AddChild(trans, sort: true);
}
public void AddChild(Transform trans, bool sort)
{
if (trans != null)
{
trans.parent = base.transform;
ResetPosition(GetChildList());
}
}
public bool RemoveChild(Transform t)
{
List<Transform> childList = GetChildList();
if (childList.Remove(t))
{
ResetPosition(childList);
return true;
}
return false;
}
protected virtual void Init()
{
mInitDone = true;
mPanel = NGUITools.FindInParents<UIPanel>(base.gameObject);
}
public static int SortByName(Transform a, Transform b)
{
return string.Compare(a.name, b.name);
}
public static int SortHorizontal(Transform a, Transform b)
{
return a.localPosition.x.CompareTo(b.localPosition.x);
}
public static int SortVertical(Transform a, Transform b)
{
return b.localPosition.y.CompareTo(a.localPosition.y);
}
protected virtual void Sort(List<Transform> list)
{
}
[ContextMenu("Execute")]
public virtual void Reposition()
{
if (Application.isPlaying && !mInitDone && NGUITools.GetActive(base.gameObject))
{
Init();
}
if (sorted)
{
sorted = false;
if (sorting == Sorting.None)
{
sorting = Sorting.Alphabetic;
}
NGUITools.SetDirty(this);
}
List<Transform> childList = GetChildList();
ResetPosition(childList);
if (keepWithinPanel)
{
ConstrainWithinPanel();
}
if (onReposition != null)
{
onReposition();
}
}
public void ConstrainWithinPanel()
{
if (mPanel != null)
{
mPanel.ConstrainTargetToBounds(base.transform, immediate: true);
UIScrollView component = mPanel.GetComponent<UIScrollView>();
if (component != null)
{
component.UpdateScrollbars(recalculateBounds: true);
}
}
}
protected virtual void ResetPosition(List<Transform> list)
{
mReposition = false;
int num = 0;
int num2 = 0;
int num3 = 0;
int num4 = 0;
Transform transform = base.transform;
int i = 0;
for (int count = list.Count; i < count; i++)
{
Transform transform2 = list[i];
Vector3 vector = transform2.localPosition;
float z = vector.z;
if (arrangement == Arrangement.CellSnap)
{
if (cellWidth > 0f)
{
vector.x = Mathf.Round(vector.x / cellWidth) * cellWidth;
}
if (cellHeight > 0f)
{
vector.y = Mathf.Round(vector.y / cellHeight) * cellHeight;
}
}
else
{
vector = ((arrangement == Arrangement.Horizontal) ? new Vector3(cellWidth * (float)num, (0f - cellHeight) * (float)num2, z) : new Vector3(cellWidth * (float)num2, (0f - cellHeight) * (float)num, z));
}
if (animateSmoothly && Application.isPlaying && Vector3.SqrMagnitude(transform2.localPosition - vector) >= 0.0001f)
{
SpringPosition springPosition = SpringPosition.Begin(transform2.gameObject, vector, 15f);
springPosition.updateScrollView = true;
springPosition.ignoreTimeScale = true;
}
else
{
transform2.localPosition = vector;
}
num3 = Mathf.Max(num3, num);
num4 = Mathf.Max(num4, num2);
if (++num >= maxPerLine && maxPerLine > 0)
{
num = 0;
num2++;
}
}
if (pivot == UIWidget.Pivot.TopLeft)
{
return;
}
Vector2 pivotOffset = NGUIMath.GetPivotOffset(pivot);
float num5;
float num6;
if (arrangement == Arrangement.Horizontal)
{
num5 = Mathf.Lerp(0f, (float)num3 * cellWidth, pivotOffset.x);
num6 = Mathf.Lerp((float)(-num4) * cellHeight, 0f, pivotOffset.y);
}
else
{
num5 = Mathf.Lerp(0f, (float)num4 * cellWidth, pivotOffset.x);
num6 = Mathf.Lerp((float)(-num3) * cellHeight, 0f, pivotOffset.y);
}
for (int j = 0; j < transform.childCount; j++)
{
Transform child = transform.GetChild(j);
SpringPosition component = child.GetComponent<SpringPosition>();
if (component != null)
{
component.target.x -= num5;
component.target.y -= num6;
continue;
}
Vector3 localPosition = child.localPosition;
localPosition.x -= num5;
localPosition.y -= num6;
child.localPosition = localPosition;
}
}
}