Files
SVSimServer/SVSim.BattleEngine/Engine/UIProgressBar.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

408 lines
8.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/NGUI Progress Bar")]
public class UIProgressBar : UIWidgetContainer
{
public enum FillDirection
{
LeftToRight,
RightToLeft,
BottomToTop,
TopToBottom
}
public delegate void OnDragFinished();
public static UIProgressBar current;
public OnDragFinished onDragFinished;
public Transform thumb;
[HideInInspector]
[SerializeField]
protected UIWidget mBG;
[HideInInspector]
[SerializeField]
protected UIWidget mFG;
[HideInInspector]
[SerializeField]
protected float mValue = 1f;
[HideInInspector]
[SerializeField]
protected FillDirection mFill;
protected Transform mTrans;
protected bool mIsDirty;
protected Camera mCam;
protected float mOffset;
public int numberOfSteps;
public List<EventDelegate> onChange = new List<EventDelegate>();
public Transform cachedTransform
{
get
{
if (mTrans == null)
{
mTrans = base.transform;
}
return mTrans;
}
}
public Camera cachedCamera
{
get
{
if (mCam == null)
{
mCam = NGUITools.FindCameraForLayer(base.gameObject.layer);
}
return mCam;
}
}
public UIWidget foregroundWidget
{
get
{
return mFG;
}
set
{
if (mFG != value)
{
mFG = value;
mIsDirty = true;
}
}
}
public UIWidget backgroundWidget
{
get
{
return mBG;
}
set
{
if (mBG != value)
{
mBG = value;
mIsDirty = true;
}
}
}
public float value
{
get
{
if (numberOfSteps > 1)
{
return Mathf.Round(mValue * (float)(numberOfSteps - 1)) / (float)(numberOfSteps - 1);
}
return mValue;
}
set
{
float num = Mathf.Clamp01(value);
if (mValue == num)
{
return;
}
float num2 = this.value;
mValue = num;
if (num2 != this.value)
{
ForceUpdate();
if (NGUITools.GetActive(this) && EventDelegate.IsValid(onChange))
{
current = this;
EventDelegate.Execute(onChange);
current = null;
}
}
}
}
public float alpha
{
get
{
if (mFG != null)
{
return mFG.alpha;
}
if (mBG != null)
{
return mBG.alpha;
}
return 1f;
}
set
{
if (mFG != null)
{
mFG.alpha = value;
if (mFG.GetComponent<Collider>() != null)
{
mFG.GetComponent<Collider>().enabled = mFG.alpha > 0.001f;
}
else if (mFG.GetComponent<Collider2D>() != null)
{
mFG.GetComponent<Collider2D>().enabled = mFG.alpha > 0.001f;
}
}
if (mBG != null)
{
mBG.alpha = value;
if (mBG.GetComponent<Collider>() != null)
{
mBG.GetComponent<Collider>().enabled = mBG.alpha > 0.001f;
}
else if (mBG.GetComponent<Collider2D>() != null)
{
mBG.GetComponent<Collider2D>().enabled = mBG.alpha > 0.001f;
}
}
if (!(thumb != null))
{
return;
}
UIWidget component = thumb.GetComponent<UIWidget>();
if (component != null)
{
component.alpha = value;
if (component.GetComponent<Collider>() != null)
{
component.GetComponent<Collider>().enabled = component.alpha > 0.001f;
}
else if (component.GetComponent<Collider2D>() != null)
{
component.GetComponent<Collider2D>().enabled = component.alpha > 0.001f;
}
}
}
}
protected bool isHorizontal
{
get
{
if (mFill != FillDirection.LeftToRight)
{
return mFill == FillDirection.RightToLeft;
}
return true;
}
}
protected bool isInverted
{
get
{
if (mFill != FillDirection.RightToLeft)
{
return mFill == FillDirection.TopToBottom;
}
return true;
}
}
protected virtual void Upgrade()
{
}
protected virtual void OnStart()
{
}
protected virtual void Update()
{
if (mIsDirty)
{
ForceUpdate();
}
}
protected float ScreenToValue(Vector2 screenPos)
{
Transform transform = cachedTransform;
Plane plane = new Plane(transform.rotation * Vector3.back, transform.position);
Ray ray = cachedCamera.ScreenPointToRay(screenPos);
if (!plane.Raycast(ray, out var enter))
{
return value;
}
return LocalToValue(transform.InverseTransformPoint(ray.GetPoint(enter)));
}
protected virtual float LocalToValue(Vector2 localPos)
{
if (mFG != null)
{
Vector3[] localCorners = mFG.localCorners;
Vector3 vector = localCorners[2] - localCorners[0];
if (isHorizontal)
{
float num = (localPos.x - localCorners[0].x) / vector.x;
if (!isInverted)
{
return num;
}
return 1f - num;
}
float num2 = (localPos.y - localCorners[0].y) / vector.y;
if (!isInverted)
{
return num2;
}
return 1f - num2;
}
return value;
}
public virtual void ForceUpdate()
{
mIsDirty = false;
bool flag = false;
if (mFG != null)
{
UIBasicSprite uIBasicSprite = mFG as UIBasicSprite;
if (isHorizontal)
{
if (uIBasicSprite != null && uIBasicSprite.type == UIBasicSprite.Type.Filled)
{
if (uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Horizontal || uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Vertical)
{
uIBasicSprite.fillDirection = UIBasicSprite.FillDirection.Horizontal;
uIBasicSprite.invert = isInverted;
}
uIBasicSprite.fillAmount = value;
}
else
{
mFG.drawRegion = (isInverted ? new Vector4(1f - value, 0f, 1f, 1f) : new Vector4(0f, 0f, value, 1f));
mFG.enabled = true;
flag = value < 0.001f;
}
}
else if (uIBasicSprite != null && uIBasicSprite.type == UIBasicSprite.Type.Filled)
{
if (uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Horizontal || uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Vertical)
{
uIBasicSprite.fillDirection = UIBasicSprite.FillDirection.Vertical;
uIBasicSprite.invert = isInverted;
}
uIBasicSprite.fillAmount = value;
}
else
{
mFG.drawRegion = (isInverted ? new Vector4(0f, 1f - value, 1f, 1f) : new Vector4(0f, 0f, 1f, value));
mFG.enabled = true;
flag = value < 0.001f;
}
}
if (thumb != null && (mFG != null || mBG != null))
{
Vector3[] array = ((mFG != null) ? mFG.localCorners : mBG.localCorners);
Vector4 vector = ((mFG != null) ? mFG.border : mBG.border);
array[0].x += vector.x;
array[1].x += vector.x;
array[2].x -= vector.z;
array[3].x -= vector.z;
array[0].y += vector.y;
array[1].y -= vector.w;
array[2].y -= vector.w;
array[3].y += vector.y;
Transform transform = ((mFG != null) ? mFG.cachedTransform : mBG.cachedTransform);
for (int i = 0; i < 4; i++)
{
array[i] = transform.TransformPoint(array[i]);
}
if (isHorizontal)
{
Vector3 a = Vector3.Lerp(array[0], array[1], 0.5f);
Vector3 b = Vector3.Lerp(array[2], array[3], 0.5f);
SetThumbPosition(Vector3.Lerp(a, b, isInverted ? (1f - value) : value));
}
else
{
Vector3 a2 = Vector3.Lerp(array[0], array[3], 0.5f);
Vector3 b2 = Vector3.Lerp(array[1], array[2], 0.5f);
SetThumbPosition(Vector3.Lerp(a2, b2, isInverted ? (1f - value) : value));
}
}
if (flag)
{
mFG.enabled = false;
}
}
protected void SetThumbPosition(Vector3 worldPos)
{
Transform parent = thumb.parent;
if (parent != null)
{
worldPos = parent.InverseTransformPoint(worldPos);
worldPos.x = Mathf.Round(worldPos.x);
worldPos.y = Mathf.Round(worldPos.y);
worldPos.z = 0f;
if (Vector3.Distance(thumb.localPosition, worldPos) > 0.001f)
{
thumb.localPosition = worldPos;
}
}
else if (Vector3.Distance(thumb.position, worldPos) > 1E-05f)
{
thumb.position = worldPos;
}
}
public virtual void OnPan(Vector2 delta)
{
if (base.enabled)
{
switch (mFill)
{
case FillDirection.LeftToRight:
{
float num7 = (value = Mathf.Clamp01(mValue + delta.x));
mValue = num7;
break;
}
case FillDirection.RightToLeft:
{
float num5 = (value = Mathf.Clamp01(mValue - delta.x));
mValue = num5;
break;
}
case FillDirection.BottomToTop:
{
float num3 = (value = Mathf.Clamp01(mValue + delta.y));
mValue = num3;
break;
}
case FillDirection.TopToBottom:
{
float num = (value = Mathf.Clamp01(mValue - delta.y));
mValue = num;
break;
}
}
}
}
}