Files
SVSimServer/SVSim.BattleEngine/Engine/UIPopupList.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

206 lines
4.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/Popup List")]
public class UIPopupList : UIWidgetContainer
{
public enum Position
{
}
public enum OpenOn
{
}
public delegate void LegacyEvent(string val);
public static UIPopupList current;
private static GameObject mChild;
private static float mFadeOutComplete;
public Position position;
public List<string> items = new List<string>();
public List<object> itemData = new List<object>();
public bool isAnimated = true;
public List<EventDelegate> onChange = new List<EventDelegate>();
[HideInInspector]
[SerializeField]
protected string mSelectedItem;
[HideInInspector]
[SerializeField]
protected UISprite mBackground;
[HideInInspector]
[SerializeField]
protected UISprite mHighlight;
[HideInInspector]
[SerializeField]
protected List<UILabel> mLabelList = new List<UILabel>();
[NonSerialized]
protected GameObject mSelection;
[HideInInspector]
[SerializeField]
private GameObject eventReceiver;
[HideInInspector]
[SerializeField]
private string functionName = "OnSelectionChange";
private LegacyEvent mLegacyEvent;
[NonSerialized]
protected bool mExecuting;
public GameObject source;
public static bool isOpen
{
get
{
if (current != null)
{
if (!(mChild != null))
{
return mFadeOutComplete > Time.unscaledTime;
}
return true;
}
return false;
}
}
public virtual string value
{
get
{
return mSelectedItem;
}
set
{
mSelectedItem = value;
if (mSelectedItem != null && mSelectedItem != null)
{
TriggerCallbacks();
}
}
}
public virtual object data
{
get
{
int num = items.IndexOf(mSelectedItem);
if (num <= -1 || num >= itemData.Count)
{
return null;
}
return itemData[num];
}
}
protected void TriggerCallbacks()
{
if (!mExecuting)
{
mExecuting = true;
UIPopupList uIPopupList = current;
current = this;
if (mLegacyEvent != null)
{
mLegacyEvent(mSelectedItem);
}
if (EventDelegate.IsValid(onChange))
{
EventDelegate.Execute(onChange);
}
else if (eventReceiver != null && !string.IsNullOrEmpty(functionName))
{
eventReceiver.SendMessage(functionName, mSelectedItem, SendMessageOptions.DontRequireReceiver);
}
current = uIPopupList;
mExecuting = false;
}
}
protected virtual void OnSelect(bool isSelected)
{
if (!isSelected)
{
CloseSelf();
}
}
public static void Close()
{
if (current != null)
{
current.CloseSelf();
current = null;
}
}
public virtual void CloseSelf()
{
if (!(mChild != null) || !(current == this))
{
return;
}
StopCoroutine("CloseIfUnselected");
mSelection = null;
mLabelList.Clear();
if (isAnimated)
{
UIWidget[] componentsInChildren = mChild.GetComponentsInChildren<UIWidget>();
int i = 0;
for (int num = componentsInChildren.Length; i < num; i++)
{
UIWidget obj = componentsInChildren[i];
Color color = obj.color;
color.a = 0f;
TweenColor.Begin(obj.gameObject, 0.15f, color).method = UITweener.Method.EaseOut;
}
Collider[] componentsInChildren2 = mChild.GetComponentsInChildren<Collider>();
int j = 0;
for (int num2 = componentsInChildren2.Length; j < num2; j++)
{
componentsInChildren2[j].enabled = false;
}
UnityEngine.Object.Destroy(mChild, 0.15f);
mFadeOutComplete = Time.unscaledTime + Mathf.Max(0.1f, 0.15f);
}
else
{
UnityEngine.Object.Destroy(mChild);
mFadeOutComplete = Time.unscaledTime + 0.1f;
}
mBackground = null;
mHighlight = null;
mChild = null;
current = null;
}
private IEnumerator CloseIfUnselected()
{
do
{
yield return null;
}
while (!(UICamera.selectedObject != mSelection));
CloseSelf();
}
}