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>
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@@ -9,6 +9,11 @@ namespace SVSim.BattleEngine.Tests.SessionEngine
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[TestFixture]
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public class SessionEngineShadowReplayTests
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{
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private TestBattleScope _scope;
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[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
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[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
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// Frames that are transport/keepalive, not game actions — not ingested.
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private static readonly HashSet<string> SkipUris = new()
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{
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@@ -35,8 +40,6 @@ namespace SVSim.BattleEngine.Tests.SessionEngine
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"against a node-seated deck hits the documented draw-misalignment artifact once the " +
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"receive path actually resolves. Revive if a capture-replay alignment path lands.");
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HeadlessEngineEnv.EnsureInitialized();
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson");
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var deckA = CaptureReplay.SelfDeckFrom(cl1);
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