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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@@ -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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