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>
206 lines
4.0 KiB
C#
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();
|
|
}
|
|
}
|