Files
SVSimServer/SVSim.BattleEngine/Engine/UISlider.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

137 lines
3.7 KiB
C#

using System;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/NGUI Slider")]
public class UISlider : UIProgressBar
{
private enum Direction
{
Horizontal,
Upgraded
}
[HideInInspector]
[SerializeField]
private Transform foreground;
[HideInInspector]
[SerializeField]
private float rawValue = 1f;
[HideInInspector]
[SerializeField]
private Direction direction = Direction.Upgraded;
[HideInInspector]
[SerializeField]
protected bool mInverted;
public bool isColliderEnabled
{
get
{
Collider component = GetComponent<Collider>();
if (component != null)
{
return component.enabled;
}
Collider2D component2 = GetComponent<Collider2D>();
if (component2 != null)
{
return component2.enabled;
}
return false;
}
}
protected override void Upgrade()
{
if (direction != Direction.Upgraded)
{
mValue = rawValue;
if (foreground != null)
{
mFG = foreground.GetComponent<UIWidget>();
}
if (direction == Direction.Horizontal)
{
mFill = (mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight);
}
else
{
mFill = (mInverted ? FillDirection.TopToBottom : FillDirection.BottomToTop);
}
direction = Direction.Upgraded;
}
}
protected override void OnStart()
{
UIEventListener uIEventListener = UIEventListener.Get((mBG != null && (mBG.GetComponent<Collider>() != null || mBG.GetComponent<Collider2D>() != null)) ? mBG.gameObject : base.gameObject);
uIEventListener.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(uIEventListener.onPress, new UIEventListener.BoolDelegate(OnPressBackground));
uIEventListener.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener.onDrag, new UIEventListener.VectorDelegate(OnDragBackground));
if (thumb != null && (thumb.GetComponent<Collider>() != null || thumb.GetComponent<Collider2D>() != null) && (mFG == null || thumb != mFG.cachedTransform))
{
UIEventListener uIEventListener2 = UIEventListener.Get(thumb.gameObject);
uIEventListener2.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(uIEventListener2.onPress, new UIEventListener.BoolDelegate(OnPressForeground));
uIEventListener2.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener2.onDrag, new UIEventListener.VectorDelegate(OnDragForeground));
}
}
protected virtual void OnPressBackground(GameObject go, bool isPressed)
{
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
{
mCam = UICamera.currentCamera;
base.value = ScreenToValue(UICamera.lastEventPosition);
if (!isPressed && onDragFinished != null)
{
onDragFinished();
}
}
}
protected void OnDragBackground(GameObject go, Vector2 delta)
{
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
{
mCam = UICamera.currentCamera;
base.value = ScreenToValue(UICamera.lastEventPosition);
}
}
protected virtual void OnPressForeground(GameObject go, bool isPressed)
{
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
{
mCam = UICamera.currentCamera;
if (isPressed)
{
mOffset = ((mFG == null) ? 0f : (base.value - ScreenToValue(UICamera.lastEventPosition)));
}
else if (onDragFinished != null)
{
onDragFinished();
}
}
}
protected void OnDragForeground(GameObject go, Vector2 delta)
{
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
{
mCam = UICamera.currentCamera;
base.value = mOffset + ScreenToValue(UICamera.lastEventPosition);
}
}
public override void OnPan(Vector2 delta)
{
if (base.enabled && isColliderEnabled)
{
base.OnPan(delta);
}
}
}