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

@@ -16,21 +16,29 @@ namespace SVSim.BattleEngine.Tests
[TestFixture]
public class RandomDrawOracleTests
{
private TestBattleScope _scope;
[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
[TearDown]
public void ResetRandomDrawGate()
{
// NewAuthoritativeBattle sets the process-global BattleManagerBase.IsRandomDraw = true; reset it
// so this fixture doesn't leak that state into later-running fixtures (which expect the default
// false / top-of-deck draw behavior). Prevents order-dependent flakes as more RNG oracles land.
// (Now an ambient write inside the scope; harmless either way.)
BattleManagerBase.IsRandomDraw = false;
_scope?.Dispose();
_scope = null;
}
// Draw with a single scripted unit; return (drawnCardId, deckCountAfter). The deck is seeded with
// three distinguishable cards at indices 2,3,4 -> Index-order positions 0,1,2 map to
// RngDeckCardA/B/C. The draw makes one StableRandom(3) call -> index = floor(3*unit).
private static (int drawnId, int deckAfter) DrawWith(double unit)
private (int drawnId, int deckAfter) DrawWith(double unit)
{
var mgr = HeadlessEngineEnv.NewAuthoritativeBattle(new ScriptedRandomSource(new[] { unit }));
_scope.Ctx.Mgr = mgr;
var player = mgr.BattlePlayer;
HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardA, index: 2, isPlayer: true);