Files
SVSimServer/SVSim.BattleEngine/Engine/MyPageBanner.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

155 lines
4.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Wizard;
public class MyPageBanner : MyPageBannerBase
{
protected enum MoveSide
{
}
[SerializeField]
protected UICenterOnChild _uiCenterOnChild;
[SerializeField]
protected GameObject _pagerPrefab;
[SerializeField]
protected UIWrapContent _uiWrapContent;
[SerializeField]
protected GameObject _pagerBaseObject;
[SerializeField]
protected GameObject _buttonBase;
protected bool _isAnimation;
protected bool _isCanSlide;
protected bool _isClickStart;
protected Vector3 _touchPoint;
protected int _bannerNo;
protected List<UISprite> _pagerSpriteList;
protected GameObject _centerObject;
protected override IEnumerator CreateBannerImage()
{
_bannerList = new List<BannerInfo>(Data.MyPage.data._bannerList);
if (!base.IsEnableBanner)
{
base.gameObject.SetActive(value: false);
yield break;
}
yield return LoadBannerImage();
while (!base.gameObject.activeInHierarchy)
{
yield return null;
}
for (int i = 0; i < _bannerList.Count; i++)
{
GameObject gameObject = UnityEngine.Object.Instantiate(_bannerImagePrefab);
gameObject.transform.SetParent(_uiWrapContent.transform);
gameObject.transform.localScale = Vector3.one;
gameObject.transform.localPosition = Vector3.zero;
_bannerList[i].BannerGameObject = gameObject;
}
_uiWrapContent.onInitializeItem = _OnInitializeItem;
_uiWrapContent.SortBasedOnScrollMovement();
_uiCenterOnChild.onFinished = _OnFinishedCenterChild;
if (_bannerList.Count > 1)
{
GameObject gameObject2 = _uiWrapContent.transform.Find("0").gameObject;
_uiWrapContent.transform.Find((_bannerList.Count - 1).ToString()).gameObject.transform.localPosition = new Vector3(gameObject2.transform.localPosition.x - (float)_uiWrapContent.itemSize, gameObject2.transform.localPosition.y, gameObject2.transform.localPosition.z);
_pagerSpriteList = new List<UISprite>();
for (int j = 0; j < _bannerList.Count; j++)
{
GameObject gameObject3 = UnityEngine.Object.Instantiate(_pagerPrefab);
gameObject3.transform.SetParent(_pagerBaseObject.transform);
gameObject3.transform.localScale = Vector3.one;
gameObject3.transform.localPosition = Vector3.zero;
gameObject3.name = j.ToString();
_pagerSpriteList.Add(gameObject3.GetComponent<UISprite>());
}
_PagerUpDate();
UIGrid component = _pagerBaseObject.GetComponent<UIGrid>();
component.enabled = true;
float x = component.transform.localPosition.x - component.cellWidth * (float)(_bannerList.Count - 1) / 2f;
component.transform.localPosition = new Vector3(x, component.transform.localPosition.y, component.transform.localPosition.z);
}
else
{
_buttonBase.SetActive(value: false);
}
_centerObject = _uiWrapContent.transform.Find(_bannerNo.ToString()).gameObject;
}
protected void BannerOnPress(GameObject inObject, bool inState)
{
if (inState && Input.GetMouseButtonDown(0))
{
_touchPoint = Input.mousePosition;
_isClickStart = true;
_isCanSlide = true;
StartCoroutine(BannerPressAnimation(inObject));
}
}
protected void _OnInitializeItem(GameObject go, int wrapIndex, int realIndex)
{
int index = wrapIndex;
UIEventListener.Get(go).onPress = BannerOnPress;
go.name = index.ToString();
InitializeEventHandler(go, _bannerList[index]);
UIEventListener uIEventListener = UIEventListener.Get(go);
uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate
{
_isClickStart = false;
});
}
protected void _OnFinishedCenterChild()
{
_isAnimation = false;
}
protected void _PagerUpDate()
{
if (_bannerList.Count <= 1)
{
return;
}
for (int i = 0; i < _bannerList.Count; i++)
{
if (i == _bannerNo)
{
_pagerSpriteList[i].spriteName = "carousel_marker_on";
}
else
{
_pagerSpriteList[i].spriteName = "carousel_marker_off";
}
}
}
private IEnumerator BannerPressAnimation(GameObject inTweenObject)
{
TweenScale tweenScaleComponent = inTweenObject.GetComponent<TweenScale>();
if ((bool)tweenScaleComponent)
{
tweenScaleComponent.PlayForward();
while (Input.GetMouseButton(0))
{
yield return null;
}
tweenScaleComponent.PlayReverse();
}
}
}