refactor(engine-ambient): wrap residual UnitTests + delete EngineSessionGate
Step 7 of multi-instancing migration. Residual SVSim.UnitTests that touch engine code directly are wrapped in TestBattleScope. EngineSessionGate is deleted along with the _engineOwned bookkeeping in BattleSession; engine setup is unconditional now that per-battle state is isolated on the ambient. Gate-specific fallback branches in BattleSession.ShadowIngest are simplified. Suite fully green (SVSim.UnitTests, SVSim.BattleEngine.Tests). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -139,9 +139,9 @@ public class KnownListBuilderTests
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[Test]
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public void BuildPlayedCard_defaults_clan_to_zero_and_tribe_to_string_zero_when_caller_passes_none()
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{
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// A play whose engine read degraded (single-active-engine gate: _mgr null → the accessor fallback)
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// emits clan 0 (ClanType.ALL ordinal) and tribe "0" (the prod no-tribe form, NEVER empty —
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// empty is wire-illegal). The param defaults match the accessor fallbacks.
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// A play whose engine read degraded (Setup failed and the ComputeFrames try/catch swallowed it →
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// _mgr null → the accessor fallback) emits clan 0 (ClanType.ALL ordinal) and tribe "0" (the prod
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// no-tribe form, NEVER empty — empty is wire-illegal). The param defaults match the accessor fallbacks.
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var entry = KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 101311010L, orderList: OrderListMove(3, 10, 20));
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Assert.That(entry, Is.Not.Null);
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Assert.That(entry!.Clan, Is.EqualTo(0));
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