Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/BannerDialog.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

104 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class BannerDialog : MonoBehaviour
{
[SerializeField]
private UICenterOnChild _uiCenterOnChild;
[SerializeField]
private int _widthContentSize = 830;
[SerializeField]
private UITexture _bannerObj_1;
[SerializeField]
private UITexture _bannerObj_2;
[SerializeField]
private BoxCollider _leftButton;
[SerializeField]
private BoxCollider _rightButton;
[SerializeField]
private UIToggle indicatorBase;
private UITexture _currentBannerObj;
private int _currentTextureIndex;
private List<Texture> _listBannerTexture;
private List<UIToggle> _indicatorList = new List<UIToggle>();
private bool _isAnimation;
private List<string> _bannerTitleList;
private DialogBase _dialog;
private bool _isCreateEnd;
public void Init(List<Texture> bannerTextureList, List<string> bannerTitleList, DialogBase dialog)
{
_listBannerTexture = bannerTextureList;
_currentTextureIndex = 0;
_currentBannerObj = _bannerObj_1;
_bannerTitleList = bannerTitleList;
_dialog = dialog;
_uiCenterOnChild.onFinished = _OnFinishedCenterChild;
_bannerObj_1.transform.localPosition = Vector3.zero;
_bannerObj_2.transform.localPosition = new Vector3(_widthContentSize, 0f, 0f);
GameObject gameObject = indicatorBase.transform.parent.gameObject;
if (_listBannerTexture.Count <= 1)
{
gameObject.SetActive(value: false);
_rightButton.gameObject.SetActive(value: false);
_leftButton.gameObject.SetActive(value: false);
_bannerObj_2.gameObject.SetActive(value: false);
}
else
{
gameObject.SetActive(value: true);
_rightButton.gameObject.SetActive(value: true);
_leftButton.gameObject.SetActive(value: true);
_indicatorList.Add(indicatorBase);
for (int i = 1; i < _listBannerTexture.Count; i++)
{
_indicatorList.Add(NGUITools.AddChild(gameObject, indicatorBase.gameObject).GetComponent<UIToggle>());
}
gameObject.GetComponent<UIGrid>().Reposition();
UpdateIndicator(_currentTextureIndex);
}
_bannerObj_1.mainTexture = _listBannerTexture[_currentTextureIndex];
UpdateDialogTitle(_currentTextureIndex);
_isCreateEnd = true;
}
private void _OnFinishedCenterChild()
{
_isAnimation = false;
}
private void UpdateDialogTitle(int index)
{
if (_dialog != null && _bannerTitleList != null)
{
_dialog.SetTitleLabel(_bannerTitleList[index]);
}
}
private void UpdateIndicator(int index)
{
if (_indicatorList.Count > 1)
{
_indicatorList[index].value = true;
}
}
}