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

165 lines
4.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class DrumrollScrollManager : MonoBehaviour
{
[SerializeField]
private UIScrollView _scrollView;
[SerializeField]
private UIGrid _itemListParent;
[SerializeField]
private UICenterOnChild _gridCenter;
[SerializeField]
private UIButton _ButtonScrollPrev;
[SerializeField]
private UIButton _ButtonScrollNext;
private List<GameObject> _itemList = new List<GameObject>();
private bool _isDrag;
private int _CurrentIndex;
private Action<int> _SelectCallBack;
public IEnumerator CreateDrumrollScroll_Coroutine(List<GameObject> itemObjList, int defaultIndex, Action<int> selectCallback, Action onCreateCallBack = null)
{
InitItemList(itemObjList);
_CurrentIndex = defaultIndex;
_SelectCallBack = selectCallback;
yield return null;
_gridCenter.onCenter = null;
float springStrength = _gridCenter.springStrength;
_gridCenter.springStrength = 5000f;
_gridCenter.onFinished = delegate
{
_gridCenter.onFinished = null;
TweenAlpha.Begin(base.gameObject, 0f, 1f);
};
_gridCenter.CenterOn(_itemList[defaultIndex].transform);
_gridCenter.springStrength = springStrength;
_gridCenter.onCenter = null;
_gridCenter.onCenter = delegate(GameObject g)
{
_isDrag = true;
OnChangeScroll(g);
};
_ButtonScrollPrev.onClick.Clear();
_ButtonScrollPrev.onClick.Add(new EventDelegate(delegate
{
OnPushBtnPrev();
}));
_ButtonScrollNext.onClick.Clear();
_ButtonScrollNext.onClick.Add(new EventDelegate(delegate
{
OnPushBtnNext();
}));
SetDrumrollButton();
if (_itemList.Count <= 1)
{
_scrollView.enabled = false;
}
onCreateCallBack.Call();
}
private void InitItemList(List<GameObject> itemObjList)
{
_scrollView.currentMomentum = Vector3.zero;
_scrollView.DisableSpring();
_scrollView.momentumAmount = 70f;
_itemList = itemObjList;
for (int i = 0; i < _itemList.Count; i++)
{
GameObject obj = _itemList[i];
obj.transform.parent = _itemListParent.transform;
obj.transform.localScale = Vector3.one;
obj.transform.localPosition = Vector3.down * i * _itemListParent.cellHeight;
obj.name = i.ToString();
obj.gameObject.SetActive(value: true);
UIEventListener uIEventListener = UIEventListener.Get(obj);
uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate(GameObject g)
{
OnChangeScroll(g);
});
}
_itemListParent.repositionNow = true;
_scrollView.ResetPosition();
}
private void OnChangeScroll(GameObject g)
{
int num = int.Parse(g.name);
if (_CurrentIndex != num)
{
_CurrentIndex = num;
if (!_isDrag)
{
_gridCenter.CenterOn(g.transform);
}
else
{
_isDrag = false;
}
SetDrumrollButton();
_SelectCallBack.Call(_CurrentIndex);
}
}
private void SetDrumrollButton()
{
if (_itemList.Count <= 1)
{
_ButtonScrollNext.gameObject.SetActive(value: false);
_ButtonScrollPrev.gameObject.SetActive(value: false);
}
else if (_CurrentIndex == _itemList.Count - 1)
{
_ButtonScrollNext.gameObject.SetActive(value: false);
_ButtonScrollPrev.gameObject.SetActive(value: true);
}
else if (_CurrentIndex == 0)
{
_ButtonScrollNext.gameObject.SetActive(value: true);
_ButtonScrollPrev.gameObject.SetActive(value: false);
}
else
{
_ButtonScrollNext.gameObject.SetActive(value: true);
_ButtonScrollPrev.gameObject.SetActive(value: true);
}
}
private void OnPushBtnNext()
{
int currentIndex = _CurrentIndex;
if (_CurrentIndex < _itemList.Count - 1)
{
currentIndex++;
_isDrag = false;
OnChangeScroll(_itemList[currentIndex].gameObject);
}
}
private void OnPushBtnPrev()
{
int currentIndex = _CurrentIndex;
if (_CurrentIndex > 0)
{
currentIndex--;
_isDrag = false;
OnChangeScroll(_itemList[currentIndex].gameObject);
}
}
}