Files
SVSimServer/SVSim.BattleEngine/Engine/UtilityDrumrollScroll.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

163 lines
3.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
public class UtilityDrumrollScroll : MonoBehaviour
{
[SerializeField]
private UIScrollView _scrollView;
[SerializeField]
private UIGrid _gridItemList;
[SerializeField]
private UICenterOnChild _centerOnChild;
[SerializeField]
private GameObject _itemOriginal;
private List<GameObject> _itemList = new List<GameObject>();
private bool _isDrag;
private Action<int> _selectCallBack;
[SerializeField]
private UIButton _upButton;
[SerializeField]
private UIButton _downButton;
[SerializeField]
private UIPanel _panel;
public int CurrentIndex { get; private set; }
public IEnumerator CreateDrumrollScroll_Coroutine(List<string> textList, int defaultIndex, Action<int> selectCallback, Action callBack = null)
{
if (_panel != null)
{
_panel.alpha = 0f;
}
_InitList();
CurrentIndex = defaultIndex;
_selectCallBack = selectCallback;
for (int i = 0; i < textList.Count; i++)
{
_AddList(i, textList[i]);
UIEventListener uIEventListener = UIEventListener.Get(_itemList[i]);
uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate(GameObject g)
{
_OnChangeScroll(g);
});
}
yield return null;
_centerOnChild.onCenter = null;
float springStrength = _centerOnChild.springStrength;
_centerOnChild.springStrength = 100f;
_centerOnChild.CenterOn(_itemList[defaultIndex].transform);
_centerOnChild.springStrength = springStrength;
_centerOnChild.onCenter = delegate(GameObject g)
{
_isDrag = true;
_OnChangeScroll(g);
};
if (_itemList.Count <= 1)
{
_scrollView.enabled = false;
}
if (_upButton != null)
{
_upButton.onClick.Add(new EventDelegate(delegate
{
OnClickUpButton();
}));
}
if (_downButton != null)
{
_downButton.onClick.Add(new EventDelegate(delegate
{
OnClickDownButton();
}));
}
callBack.Call();
yield return null;
if (_panel != null)
{
_panel.alpha = 1f;
}
}
private void OnClickUpButton()
{
if (CurrentIndex > 0)
{
_centerOnChild.CenterOn(_itemList[CurrentIndex - 1].transform);
}
}
private void OnClickDownButton()
{
if (CurrentIndex < _itemList.Count - 1)
{
_centerOnChild.CenterOn(_itemList[CurrentIndex + 1].transform);
}
}
private void _InitList()
{
if (_itemList.Count > 0)
{
foreach (GameObject item in _itemList)
{
UnityEngine.Object.Destroy(item.gameObject);
}
}
_itemList.Clear();
_itemOriginal.gameObject.SetActive(value: false);
}
private void _AddList(int index, string text, bool isNew = false)
{
GameObject gameObject = UnityEngine.Object.Instantiate(_itemOriginal.gameObject);
gameObject.transform.parent = _gridItemList.transform;
gameObject.transform.localScale = _itemOriginal.transform.localScale;
gameObject.name = index.ToString();
gameObject.gameObject.SetActive(value: true);
UtilityDrumrollItem utilityDrumrollItem = gameObject.GetComponent<UtilityDrumrollItem>();
if (utilityDrumrollItem == null)
{
utilityDrumrollItem = gameObject.AddComponent<UtilityDrumrollItem>();
}
utilityDrumrollItem.Init(_scrollView.GetComponent<UIPanel>(), index, text);
if (utilityDrumrollItem.CustomizeItem != null)
{
utilityDrumrollItem.CustomizeItem.OnInitialize(index);
}
_itemList.Add(gameObject);
_gridItemList.repositionNow = true;
_scrollView.ResetPosition();
}
private void _OnChangeScroll(GameObject g)
{
int index = g.GetComponent<UtilityDrumrollItem>()._index;
if (CurrentIndex != index)
{
CurrentIndex = index;
if (!_isDrag)
{
_centerOnChild.CenterOn(g.transform);
}
else
{
_isDrag = false;
}
_selectCallBack.Call(CurrentIndex);
}
}
}