Files
SVSimServer/SVSim.BattleEngine/Engine/DeckSortDragDrop.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

363 lines
8.7 KiB
C#

using UnityEngine;
using Wizard;
public class DeckSortDragDrop : UIDragDropItem
{
protected enum DropType
{
None,
Sort,
Add
}
public DeckListMenuUI DeckListMenuClass;
protected Vector3 _defaultPosition;
protected Transform _defaultParentTransform;
protected UIPanel _uiPanel;
protected Camera _deckListCamera;
protected string _sortExecTargetName;
protected bool _isHighSpeedCheck;
protected Vector3 _oldMousePosition;
protected bool _isDragStart;
protected bool _isPress;
protected bool _isSortExecEvenOnce;
protected float _pageChangeIntervalTime;
protected override void Awake()
{
IsGridRepositionUse = false;
_deckListCamera = UIManager.GetInstance().transform.Find("UIRoot/CameraUI").GetComponent<Camera>();
_pageChangeIntervalTime = 0f;
}
protected override void Update()
{
if (_isHighSpeedCheck)
{
if (IsSortDrag() && !DeckListMenuClass.IsPlayingSortAnimation)
{
if ((_oldMousePosition - Input.mousePosition).magnitude == 0f)
{
bool isDrop = true;
if (_isPress)
{
isDrop = false;
}
CurrentTouchPositionSort(isDrop);
_isHighSpeedCheck = false;
}
_oldMousePosition = Input.mousePosition;
}
else
{
_isHighSpeedCheck = false;
}
}
if (_isDragStart && !DeckListMenuClass.IsPlayingSortAnimation)
{
_pageChangeIntervalTime += Time.deltaTime;
PageChangeUpdate();
}
}
protected override void OnPress(bool isPressed)
{
if (_isPress != isPressed && DeckListMenuClass.IsSortMode)
{
if (isPressed && !DeckListMenuClass.IsSortDragging)
{
if (!DeckListMenuClass.IsPlayingSortAnimation)
{
base.OnPress(isPressed);
DragDropStart();
}
}
else if (IsSortDrag())
{
base.OnPress(isPressed);
SetDragStatus(isDrag: false);
Object.Destroy(_uiPanel);
CurrentTouchPositionSort(isDrop: true);
if (_isSortExecEvenOnce)
{
}
_isSortExecEvenOnce = false;
_isDragStart = false;
}
}
_isPress = isPressed;
}
protected override void OnDragStart()
{
if (!DeckListMenuClass.IsPlayingSortAnimation)
{
base.OnDragStart();
}
}
protected void DragDropStart()
{
if (DeckListMenuClass.IsSortMode && !IsSortDrag())
{
SetDragStatus(isDrag: true);
mTrans = base.transform;
base.transform.parent.GetComponent<UIGrid>().Reposition();
_defaultParentTransform = base.transform.parent;
_defaultPosition = base.transform.localPosition;
base.transform.parent = _deckListCamera.transform;
base.transform.gameObject.GetComponent<BoxCollider>().enabled = false;
_uiPanel = base.gameObject.AddComponent<UIPanel>();
_uiPanel.depth = 50;
base.gameObject.GetComponent<DeckUI>().UpdateUIAlpha(0.5f);
base.transform.position = _deckListCamera.ScreenToWorldPoint(Input.mousePosition);
_isDragStart = true;
_isSortExecEvenOnce = false;
_pageChangeIntervalTime = 0.75f;
}
}
protected override void OnDragDropMove(Vector2 delta)
{
base.transform.position = _deckListCamera.ScreenToWorldPoint(Input.mousePosition);
if (!DeckListMenuClass.IsSortMode || DeckListMenuClass.IsPlayingSortAnimation)
{
return;
}
switch (UICamera.hoveredObject.name)
{
case "LeftDragArea":
return;
case "LeftArrow":
return;
case "RightArrow":
return;
case "RightDragArea":
return;
}
if (delta.magnitude < 5f)
{
DeckFrame inRetObject = null;
switch (GetSortTaget(UICamera.hoveredObject, out inRetObject))
{
case DropType.Sort:
DeckSort(inRetObject.Transform.gameObject, inDrop: false);
break;
case DropType.Add:
AddExec(inRetObject, inDrop: false);
break;
}
_isHighSpeedCheck = false;
}
else
{
_isHighSpeedCheck = true;
}
}
protected void DeckSort(GameObject inDropObject, bool inDrop)
{
bool flag = false;
if (inDropObject != null)
{
if (inDropObject.GetComponent<DeckSortDragDrop>() != null)
{
if (_sortExecTargetName != inDropObject.name)
{
flag = true;
if (DeckListMenuClass.DeckSort(inDropObject.name, base.name, ref _defaultPosition))
{
_defaultParentTransform = base.gameObject.transform.parent;
base.transform.parent = _deckListCamera.transform;
}
if (inDrop)
{
MoveReset();
}
else
{
base.transform.position = _deckListCamera.ScreenToWorldPoint(Input.mousePosition);
}
_sortExecTargetName = inDropObject.name;
}
}
else if (inDrop)
{
MoveReset();
}
}
else if (inDrop)
{
MoveReset();
}
_sortExecTargetName = string.Empty;
if (flag)
{
_isSortExecEvenOnce = true;
}
}
protected void AddExec(DeckFrame inAddObject, bool inDrop)
{
DeckListMenuClass.DeckSortAddLast(inAddObject);
_defaultParentTransform = base.gameObject.transform.parent;
_defaultPosition = base.transform.localPosition;
if (!inDrop)
{
base.transform.parent = _deckListCamera.transform;
base.transform.position = _deckListCamera.ScreenToWorldPoint(Input.mousePosition);
}
else
{
MoveReset();
}
_isSortExecEvenOnce = true;
}
protected DropType GetSortTaget(GameObject inDropObject, out DeckFrame inRetObject)
{
inRetObject = new DeckFrame();
if (inDropObject.GetComponent<DeckSortDragDrop>() != null)
{
string text = ((!(inDropObject.transform.position.x > _deckListCamera.ScreenToWorldPoint(Input.mousePosition).x)) ? (int.Parse(inDropObject.transform.name) + 1).ToString() : inDropObject.transform.name);
Transform transform = null;
for (int i = 0; i < DeckListMenuClass.DeckPageList.Count; i++)
{
transform = DeckListMenuClass.DeckPageList[i].transform.Find(text);
if (transform != null)
{
break;
}
}
if (text == base.gameObject.name)
{
return DropType.None;
}
if (transform == null || transform.GetComponent<DeckSortDragDrop>() == null)
{
inRetObject.Transform = base.gameObject.transform;
inRetObject.DeckId = DeckListMenuClass.GetDeckNoFromGameObject(inRetObject.Transform.gameObject);
return DropType.Add;
}
inRetObject.Transform = transform.gameObject.transform;
inRetObject.DeckId = DeckListMenuClass.GetDeckNoFromGameObject(inRetObject.Transform.gameObject);
return DropType.Sort;
}
return DropType.None;
}
protected void CurrentTouchPositionSort(bool isDrop)
{
DeckFrame inRetObject = new DeckFrame();
GameObject gameObject = null;
BetterList<UICamera.DepthEntry> hitsList = UICamera.GetHitsList();
for (int i = 0; i < hitsList.buffer.Length; i++)
{
if (hitsList.buffer[i].go != null && (bool)hitsList.buffer[i].go.GetComponent<DeckSortDragDrop>())
{
gameObject = hitsList[i].go;
break;
}
}
if (gameObject != null)
{
switch (GetSortTaget(gameObject, out inRetObject))
{
case DropType.Sort:
DeckSort(inRetObject.Transform.gameObject, isDrop);
break;
case DropType.Add:
AddExec(inRetObject, isDrop);
break;
default:
DeckSort(null, isDrop);
break;
}
}
else
{
DeckSort(null, isDrop);
}
}
public void SortAnimeComplete()
{
base.gameObject.GetComponent<BoxCollider>().enabled = true;
}
protected void MoveReset()
{
mParent = _defaultParentTransform;
base.transform.SetParent(_defaultParentTransform);
base.transform.localPosition = _defaultPosition;
base.gameObject.GetComponent<DeckUI>().UpdateUIAlpha(1f);
base.transform.gameObject.GetComponent<BoxCollider>().enabled = true;
}
private void PageChangeUpdate()
{
BetterList<UICamera.DepthEntry> hitsList = UICamera.GetHitsList();
for (int i = 0; i < hitsList.buffer.Length; i++)
{
if (!(hitsList.buffer[i].go != null))
{
continue;
}
if (hitsList.buffer[i].go.name == "LeftDragArea")
{
if (_pageChangeIntervalTime > 0.75f)
{
DeckListMenuClass.PrevPage();
_pageChangeIntervalTime = 0f;
}
break;
}
if (hitsList.buffer[i].go.name == "RightDragArea")
{
if (_pageChangeIntervalTime > 0.75f)
{
DeckListMenuClass.NextPage();
_pageChangeIntervalTime = 0f;
}
break;
}
}
}
private bool IsSortDrag()
{
if (DeckListMenuClass.IsSortDragging && DeckListMenuClass.SortDragObject == base.gameObject)
{
return true;
}
return false;
}
private void SetDragStatus(bool isDrag)
{
if (isDrag)
{
DeckListMenuClass.IsSortDragging = true;
DeckListMenuClass.SortDragObject = base.gameObject;
}
else
{
DeckListMenuClass.IsSortDragging = false;
DeckListMenuClass.SortDragObject = null;
}
}
}