test(engine-ambient): TestBattleScope + HeadlessFixture split for multi-instance

Step 6 of multi-instancing migration. HeadlessEngineEnv.EnsureInitialized
is split into EnsureProcessGlobals (idempotent, process-once) +
SeedCharaIdsOnCurrentAmbient (per-test). New TestBattleScope IDisposable
sets up a fresh BattleAmbientContext per test. NonParallelizable removed
from converted classes; assembly-level Parallelizable(Fixtures) enabled.

SVSim.BattleEngine.Tests fully green under parallel test execution.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-07 22:24:21 -04:00
parent 1ba75c565a
commit 8af1be6555
22 changed files with 238 additions and 39 deletions

View File

@@ -14,12 +14,17 @@ namespace SVSim.BattleEngine.Tests
[TestFixture]
public class ConstructionProbeTests
{
private TestBattleScope _scope;
[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
[Test]
public void SingleBattleMgr_constructs_headless()
{
// Mirror the forecast flags the design pins (DP4 / §3): suppress VFX registration and
// collapse wait delays. Set before construction so any ctor-time VFX path no-ops.
HeadlessEngineEnv.EnsureInitialized();
// collapse wait delays. TestBattleScope already sets ctx.IsForecast=true; this line is a
// belt-and-suspenders write through the ambient setter.
BattleManagerBase.IsForecast = true;
SingleBattleMgr mgr = null;
@@ -37,6 +42,7 @@ namespace SVSim.BattleEngine.Tests
Assert.That(mgr, Is.Not.Null);
Assert.That(mgr.BattlePlayer, Is.Not.Null, "BattlePlayer (self) not created");
Assert.That(mgr.BattleEnemy, Is.Not.Null, "BattleEnemy (opponent) not created");
_scope.Ctx.Mgr = mgr;
}
}
}