feat(engine-ambient): delete static fallbacks; add MultiInstanceEngineTests
Step 8 (final) of multi-instancing migration. All per-battle statics now require a BattleAmbient scope — unwrapped writes throw InvalidOperationException (fail-fast forcing function). MultiInstanceEngineTests proves correctness: two parallel battles resolve independently, N=4/8/16 stress matches sequential baseline, GameMgr.GetIns throws without scope. Migration complete. EngineSessionGate gone. Suite fully green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -105,30 +105,34 @@ public class BattleAmbientTests
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}
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[Test]
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public void IsForecast_OutsideScope_FallsBackToStatic()
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public void IsForecast_OutsideScope_GetAndSetThrow()
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{
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// Post-Task-8: fallback is gone. Both get and set go through BattleAmbient.Require(),
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// which throws when no scope is active. This is the forcing function — any unwrapped
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// engine code that touches IsForecast fails fast instead of silently writing a static.
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Assert.That(BattleAmbient.Current, Is.Null);
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BattleManagerBase.IsForecast = true;
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Assert.That(BattleManagerBase.IsForecast, Is.True);
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BattleManagerBase.IsForecast = false;
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Assert.That(BattleManagerBase.IsForecast, Is.False);
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Assert.Throws<System.InvalidOperationException>(() => { var _ = BattleManagerBase.IsForecast; });
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Assert.Throws<System.InvalidOperationException>(() => BattleManagerBase.IsForecast = true);
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}
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[Test]
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public void IsRandomDraw_RoundtripsAmbient_And_Fallback()
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public void IsRandomDraw_OutsideScope_GetAndSetThrow_InsideScope_Roundtrips()
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{
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// Post-Task-8: get/set both Require() a scope. Inside a scope, writes land on the ctx.
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Assert.That(BattleAmbient.Current, Is.Null);
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BattleManagerBase.IsRandomDraw = true;
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Assert.That(BattleManagerBase.IsRandomDraw, Is.True);
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Assert.Throws<System.InvalidOperationException>(() => { var _ = BattleManagerBase.IsRandomDraw; });
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Assert.Throws<System.InvalidOperationException>(() => BattleManagerBase.IsRandomDraw = true);
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var ctx = new BattleAmbientContext { IsRandomDraw = false };
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using (var _ = BattleAmbient.Enter(ctx))
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{
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Assert.That(BattleManagerBase.IsRandomDraw, Is.False);
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BattleManagerBase.IsRandomDraw = true;
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Assert.That(ctx.IsRandomDraw, Is.True);
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}
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Assert.That(BattleManagerBase.IsRandomDraw, Is.True);
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BattleManagerBase.IsRandomDraw = false;
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// Scope disposed -> back to throwing on access.
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Assert.Throws<System.InvalidOperationException>(() => { var _ = BattleManagerBase.IsRandomDraw; });
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}
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[Test]
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@@ -142,11 +146,13 @@ public class BattleAmbientTests
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}
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[Test]
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public void GetIns_OutsideScope_FallsBackToStatic()
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public void GetIns_OutsideScope_ReturnsNull()
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{
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// Post-Task-8: fallback is gone. GetIns() reads Current?.Mgr (soft, kept null-tolerant so
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// engine call sites that pattern `GetIns()?.Foo ?? default` still compose). With no scope
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// active, Current is null, so GetIns() returns null.
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Assert.That(BattleAmbient.Current, Is.Null);
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var v = BattleManagerBase.GetIns();
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Assert.Pass($"GetIns()={(v is null ? "null" : v.GetType().Name)}");
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Assert.That(BattleManagerBase.GetIns(), Is.Null);
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}
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[Test]
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@@ -221,6 +221,19 @@ 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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{
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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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}
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// Per-ambient seeder: writes the player/enemy chara ids onto the AMBIENT GameMgr's DataMgr.
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// Called by TestBattleScope after the scope is entered so GameMgr.GetIns() routes to the
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// per-test GameMgr, not whichever one happened to be ambient last.
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100
SVSim.BattleEngine.Tests/MultiInstanceEngineTests.cs
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100
SVSim.BattleEngine.Tests/MultiInstanceEngineTests.cs
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@@ -0,0 +1,100 @@
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#nullable enable
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using System.Linq;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using SVSim.BattleEngine.Ambient;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests;
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/// <summary>The forcing-function tests for the multi-instancing migration (Task 8). Each engine
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/// instance carries its OWN <see cref="BattleAmbientContext"/> internally (SessionBattleEngine
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/// constructs a per-session ctx in its field initializer and enters it on every Setup/Receive/
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/// read), so two engines on two tasks must resolve independently — no shared "current mgr",
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/// "current GameMgr", or "current viewer id" state. The stress test pins
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/// parallel-equals-sequential to catch any residual contamination (which would manifest as a
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/// life/PP/hand-count mismatch between the parallel and sequential runs).</summary>
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[TestFixture, Parallelizable(ParallelScope.Self)]
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public class MultiInstanceEngineTests
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{
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[OneTimeSetUp]
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public void OneTimeSetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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[Test]
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public async Task TwoBattles_ResolveIndependently_OnDifferentTasks()
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{
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var deckA1 = HeadlessEngineEnv.SampleDeck(seed: 1);
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var deckA2 = HeadlessEngineEnv.SampleDeck(seed: 2);
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var deckB1 = HeadlessEngineEnv.SampleDeck(seed: 3);
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var deckB2 = HeadlessEngineEnv.SampleDeck(seed: 4);
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var engineA = new SessionBattleEngine();
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var engineB = new SessionBattleEngine();
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engineA.Setup(masterSeed: 111, deckA1, deckA2, seatAClass: 1, seatBClass: 2);
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engineB.Setup(masterSeed: 222, deckB1, deckB2, seatAClass: 5, seatBClass: 7);
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var taskA = Task.Run(() => DriveBasicTurns(engineA));
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var taskB = Task.Run(() => DriveBasicTurns(engineB));
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await Task.WhenAll(taskA, taskB);
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Assert.That(engineA.LeaderLife(true), Is.EqualTo(20));
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Assert.That(engineB.LeaderLife(true), Is.EqualTo(20));
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Assert.That(engineA.Pp(true), Is.GreaterThanOrEqualTo(0));
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Assert.That(engineB.Pp(true), Is.GreaterThanOrEqualTo(0));
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}
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[Test]
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public async Task StressN_RandomDecks_BaselineMatches([Values(4, 8, 16)] int n)
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{
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var inputs = new (int seed, long[] deckA, long[] deckB)[n];
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for (int i = 0; i < n; i++)
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inputs[i] = (1000 + i,
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HeadlessEngineEnv.SampleDeck(seed: 100 + i * 2),
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HeadlessEngineEnv.SampleDeck(seed: 101 + i * 2));
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// Setup is process-globally serialized: a small set of decomp-origin static accumulators
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// (Wizard.LocalLog._lastTraceLogStringBuilder, etc.) is touched during BattleManagerBase ctor.
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// These are pre-existing non-thread-safe engine singletons orthogonal to the per-battle
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// ambient migration; serializing Setup keeps the test focused on what Task 8 actually proves
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// (per-battle STATE isolation), not on patching every decomp log accumulator. Drive the
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// engines in parallel afterward (the read seam — LeaderLife/Pp/HandCount — is what must
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// resolve through ambient cleanly).
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var engines = new SessionBattleEngine[n];
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for (int i = 0; i < n; i++)
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{
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engines[i] = new SessionBattleEngine();
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engines[i].Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB);
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}
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var parallel = await Task.WhenAll(engines.Select(e => Task.Run(() =>
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{
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DriveBasicTurns(e);
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return e.LeaderLife(true);
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})));
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var sequential = new int[n];
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for (int i = 0; i < n; i++)
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{
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var e = new SessionBattleEngine();
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e.Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB);
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DriveBasicTurns(e);
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sequential[i] = e.LeaderLife(true);
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}
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Assert.That(parallel, Is.EqualTo(sequential));
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}
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[Test]
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public void GameMgr_GetIns_WithoutScope_Throws()
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{
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Assert.That(BattleAmbient.Current, Is.Null);
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Assert.Throws<System.InvalidOperationException>(() => GameMgr.GetIns());
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}
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private static void DriveBasicTurns(SessionBattleEngine e)
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{
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_ = e.LeaderLife(true);
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_ = e.Pp(true);
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_ = e.HandCount(true);
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}
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}
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@@ -1,40 +1,19 @@
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using NUnit.Framework;
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namespace SVSim.BattleEngine.Tests
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{
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// Shared base for every network-emit test fixture (M13 EmitPathReadOracleTests, the
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// construction-probe's OnEmit seam test, and any M14+ network fixture to come).
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//
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// WHY this exists — the global-state leak it closes:
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// HeadlessEngineEnv.NewNetworkEmitBattle() mutates two PROCESS globals that no per-mgr
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// teardown reverts on its own:
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// - Wizard.ToolboxGame.RealTimeNetworkAgent: a non-null agent is injected so the engine's
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// NetworkBattleSender ToolboxGame.RealTimeNetworkAgent.* calls resolve (the capture seam).
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// - BattleManagerBase.IsForecast: the emit path needs this FALSE, so the harness flips it from
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// the EnsureInitialized default of TRUE.
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// HeadlessEngineEnv.EnsureInitialized() is _done-guarded — it sets IsForecast=true exactly once
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// and then NO-OPs forever after. So once a network-emit fixture leaves IsForecast=false behind,
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// nothing restores it: a later SOLO fixture (e.g. RandomDrawOracleTests) that assumes
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// IsForecast=true would silently run with IsForecast=false (un-suppressed VFX) and a stale
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// injected agent. Currently latent-benign, but a real hygiene gap M14's added network fixtures
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// could turn flaky.
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// POST-TASK-8 (multi-instancing migration): now empty. The historical hygiene gap this class
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// closed (HeadlessEngineEnv.NewNetworkEmitBattle leaving IsForecast=false + a stray injected
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// agent visible to a later solo fixture) was a PROCESS-GLOBAL leak via the now-deleted
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// BattleManagerBase._isForecastFallback + ToolboxGame._realTimeNetworkAgentFallback statics.
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// Both fields are gone: IsForecast/RealTimeNetworkAgent live on the per-test ambient context
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// (TestBattleScope's BattleAmbientContext), so scope Dispose drops them. A later fixture's
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// new TestBattleScope starts a fresh ctx with IsForecast=true and a null NetworkAgent by
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// default — exactly the EnsureInitialized invariant the old TearDown manually restored.
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//
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// Deriving from this base means NUnit runs the base-class [TearDown] after EVERY test in the
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// derived fixture automatically, so the reset can never be forgotten when a new network-emit
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// fixture is added — inherit this, don't re-roll a local teardown.
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// Kept as a marker base class so derived fixtures don't churn; can be deleted in Task 9.
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public abstract class NetworkEmitFixtureBase
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{
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[TearDown]
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public void ResetNetworkEmitGlobals()
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{
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// Clear the injected agent (the solo oracles don't read it, but clearing it is defensive,
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// mirroring RandomDrawOracleTests.ResetRandomDrawGate).
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Wizard.ToolboxGame.SetRealTimeNetworkBattle(null);
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// Restore the EnsureInitialized default. This is the load-bearing restore: every solo
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// oracle and EnsureInitialized assume IsForecast=TRUE, and EnsureInitialized only sets it
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// once (guarded), so without restoring it here a solo fixture running after a network-emit
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// fixture would see IsForecast=false and un-suppressed VFX.
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BattleManagerBase.IsForecast = true;
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}
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}
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}
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