feat(engine-ambient): add BattleAmbientContext + AsyncLocal scope

Step 1 of the engine multi-instancing migration. Standalone infrastructure;
no engine static reads/writes through it yet. Scope is reentrant (restores
prior on dispose), AsyncLocal flows across awaits, and isolated between
concurrent Task.Run flows.

See docs/superpowers/specs/2026-06-07-engine-multi-instancing-design.md.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-07 21:04:21 -04:00
parent addeb021d2
commit 4829e8c263
2 changed files with 132 additions and 0 deletions

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#nullable enable
using SVSim.BattleEngine.Ambient;
using NUnit.Framework;
using System.Threading.Tasks;
namespace SVSim.BattleEngine.Tests;
[TestFixture, Parallelizable(ParallelScope.Self)]
public class BattleAmbientTests
{
[Test]
public void Current_IsNull_WhenNoScope()
{
Assert.That(BattleAmbient.Current, Is.Null);
}
[Test]
public void Require_Throws_WhenNoScope()
{
Assert.Throws<System.InvalidOperationException>(() => BattleAmbient.Require());
}
[Test]
public void Enter_SetsCurrent_RestoresOnDispose()
{
var ctx = new BattleAmbientContext { ViewerId = 42 };
Assert.That(BattleAmbient.Current, Is.Null);
using (var _ = BattleAmbient.Enter(ctx))
{
Assert.That(BattleAmbient.Current, Is.SameAs(ctx));
Assert.That(BattleAmbient.Require().ViewerId, Is.EqualTo(42));
}
Assert.That(BattleAmbient.Current, Is.Null);
}
[Test]
public void Enter_Nested_RestoresPriorOnDispose()
{
var outer = new BattleAmbientContext { ViewerId = 1 };
var inner = new BattleAmbientContext { ViewerId = 2 };
using (var _o = BattleAmbient.Enter(outer))
{
Assert.That(BattleAmbient.Current!.ViewerId, Is.EqualTo(1));
using (var _i = BattleAmbient.Enter(inner))
{
Assert.That(BattleAmbient.Current!.ViewerId, Is.EqualTo(2));
}
Assert.That(BattleAmbient.Current!.ViewerId, Is.EqualTo(1));
}
}
[Test]
public async Task Enter_FlowsAcrossAwait()
{
var ctx = new BattleAmbientContext { ViewerId = 99 };
using (var _ = BattleAmbient.Enter(ctx))
{
await Task.Yield();
Assert.That(BattleAmbient.Current, Is.SameAs(ctx));
}
}
[Test]
public async Task Enter_IsolatedBetweenConcurrentTasks()
{
var ctxA = new BattleAmbientContext { ViewerId = 100 };
var ctxB = new BattleAmbientContext { ViewerId = 200 };
var taskA = Task.Run(async () => {
using var _ = BattleAmbient.Enter(ctxA);
await Task.Delay(20);
return BattleAmbient.Current!.ViewerId;
});
var taskB = Task.Run(async () => {
using var _ = BattleAmbient.Enter(ctxB);
await Task.Delay(20);
return BattleAmbient.Current!.ViewerId;
});
var results = await Task.WhenAll(taskA, taskB);
Assert.That(results[0], Is.EqualTo(100));
Assert.That(results[1], Is.EqualTo(200));
}
}

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// AUTHORED SHIM (not copied). Per-battle ambient context that backs the
// AsyncLocal singleton seam for multi-instancing (see docs/superpowers/specs/
// 2026-06-07-engine-multi-instancing-design.md). The engine's per-battle
// statics (BattleManagerBase.main/IsForecast/IsRandomDraw, GameMgr.GetIns,
// Certification.viewer_id, ToolboxGame.RealTimeNetworkAgent,
// Data.BattleRecoveryInfo) resolve through Current when set; process-shared
// reference data (CardMaster.Default, Data.Master, etc.) stays static.
#nullable enable
using System;
using System.Threading;
namespace SVSim.BattleEngine.Ambient;
public sealed class BattleAmbientContext
{
public BattleManagerBase? Mgr { get; set; }
public GameMgr GameMgr { get; init; } = new();
public RealTimeNetworkAgent? NetworkAgent { get; set; }
public int ViewerId { get; init; } = 1001;
public bool IsForecast { get; set; } = true;
public bool IsRandomDraw { get; set; } = true;
public Wizard.BattleRecoveryInfo? RecoveryInfo { get; set; }
}
public static class BattleAmbient
{
internal static readonly AsyncLocal<BattleAmbientContext?> _current = new();
public static BattleAmbientContext? Current => _current.Value;
public static BattleAmbientContext Require() =>
_current.Value ?? throw new InvalidOperationException(
"No ambient battle context. Wrap engine entry points in BattleAmbient.Enter(ctx).");
public static Scope Enter(BattleAmbientContext ctx)
{
var prior = _current.Value;
_current.Value = ctx;
return new Scope(prior);
}
public readonly struct Scope : IDisposable
{
private readonly BattleAmbientContext? _prior;
internal Scope(BattleAmbientContext? prior) { _prior = prior; }
public void Dispose() => _current.Value = _prior;
}
}