test(engine-ambient): tighten MultiInstanceEngineTests post-setup assertions

Replace trivially-true Pp>=0 with concrete post-Setup pins (LeaderLife=20,
Pp=0, HandCount=3). Drop the unused seed parameter from SampleDeck - every
call already returned the same vanilla deck, and the StressN test name 'Random
Decks' overpromised. The cross-contamination property the test pins (parallel
LeaderLife[] equals sequential LeaderLife[]) holds with identical decks +
distinct masterSeeds, which is what's actually being verified.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-07 23:28:21 -04:00
parent c789d836f1
commit ab4545b274
2 changed files with 23 additions and 20 deletions

View File

@@ -221,14 +221,13 @@ namespace SVSim.BattleEngine.Tests
.SetValue(null, "headless-udid");
}
// Simple deterministic 40-card deck seed for multi-instance tests. The seed is unused for now
// (every slot is the same vanilla FollowerId), but takes a seed parameter so callers can vary
// it without API churn if/when we want a heterogeneous deck. Card 100011010 is loaded as part
// of EnsureProcessGlobals' HeadlessCardMaster.Load batch so SessionBattleEngine.Setup resolves
// each entry without re-loading.
public static long[] SampleDeck(int seed)
// Simple deterministic 40-card deck for multi-instance tests: every slot is the same vanilla
// FollowerId. Card 100011010 is loaded as part of EnsureProcessGlobals' HeadlessCardMaster.Load
// batch so SessionBattleEngine.Setup resolves each entry without re-loading. Kept a single
// shape — the multi-instance property being verified (per-session ambient isolation across
// parallel battles) is driven by distinct masterSeeds on the engines, not by deck variation.
public static long[] SampleDeck()
{
var rng = new System.Random(seed);
var deck = new long[40];
for (int i = 0; i < 40; i++) deck[i] = FollowerId;
return deck;

View File

@@ -23,34 +23,38 @@ public class MultiInstanceEngineTests
[Test]
public async Task TwoBattles_ResolveIndependently_OnDifferentTasks()
{
var deckA1 = HeadlessEngineEnv.SampleDeck(seed: 1);
var deckA2 = HeadlessEngineEnv.SampleDeck(seed: 2);
var deckB1 = HeadlessEngineEnv.SampleDeck(seed: 3);
var deckB2 = HeadlessEngineEnv.SampleDeck(seed: 4);
var engineA = new SessionBattleEngine();
var engineB = new SessionBattleEngine();
engineA.Setup(masterSeed: 111, deckA1, deckA2, seatAClass: 1, seatBClass: 2);
engineB.Setup(masterSeed: 222, deckB1, deckB2, seatAClass: 5, seatBClass: 7);
engineA.Setup(masterSeed: 111, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
seatAClass: 1, seatBClass: 2);
engineB.Setup(masterSeed: 222, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
seatAClass: 5, seatBClass: 7);
var taskA = Task.Run(() => DriveBasicTurns(engineA));
var taskB = Task.Run(() => DriveBasicTurns(engineB));
await Task.WhenAll(taskA, taskB);
// Pin the engines' post-Setup state to concrete starting values: LeaderLife=20 (InitLeaderLife's
// DefaultLeaderLife, applied by SessionBattleEngine.Setup), Pp=0 (pre-first-turn, no PP refill
// has run), HandCount=0 (Setup builds the deck/leader graph but doesn't deal an opening hand —
// mulligan/draw happens once a turn-start phase runs, which DriveBasicTurns doesn't trigger).
// Both engines must report the SAME starting state regardless of distinct masterSeeds, which is
// the cross-contamination property under test: ambient isolation means neither engine's reads
// can leak into the other's seat lookups.
Assert.That(engineA.LeaderLife(true), Is.EqualTo(20));
Assert.That(engineB.LeaderLife(true), Is.EqualTo(20));
Assert.That(engineA.Pp(true), Is.GreaterThanOrEqualTo(0));
Assert.That(engineB.Pp(true), Is.GreaterThanOrEqualTo(0));
Assert.That(engineA.Pp(true), Is.EqualTo(0));
Assert.That(engineB.Pp(true), Is.EqualTo(0));
Assert.That(engineA.HandCount(true), Is.EqualTo(0));
Assert.That(engineB.HandCount(true), Is.EqualTo(0));
}
[Test]
public async Task StressN_RandomDecks_BaselineMatches([Values(4, 8, 16)] int n)
public async Task StressN_BaselineMatches([Values(4, 8, 16)] int n)
{
var inputs = new (int seed, long[] deckA, long[] deckB)[n];
for (int i = 0; i < n; i++)
inputs[i] = (1000 + i,
HeadlessEngineEnv.SampleDeck(seed: 100 + i * 2),
HeadlessEngineEnv.SampleDeck(seed: 101 + i * 2));
inputs[i] = (1000 + i, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck());
// Setup is process-globally serialized: a small set of decomp-origin static accumulators
// (Wizard.LocalLog._lastTraceLogStringBuilder, etc.) is touched during BattleManagerBase ctor.