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