// Each engine-state fixture wraps its tests in a TestBattleScope, so AsyncLocal ambient
// isolates per-test state (mgr/GameMgr/IsForecast/IsRandomDraw/RecoveryInfo/etc.). The
// residual process-globals (Unity Resources shim cache, Wizard.LocalLog accumulators) are
// now thread-safe (ConcurrentDictionary / static lock), so fixtures can run in parallel.
using NUnit.Framework;

[assembly: Parallelizable(ParallelScope.Fixtures)]
