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>
This commit is contained in:
gamer147
2026-06-07 23:19:37 -04:00
parent 9e93a7b198
commit c789d836f1
15 changed files with 449 additions and 131 deletions

View File

@@ -105,30 +105,34 @@ public class BattleAmbientTests
}
[Test]
public void IsForecast_OutsideScope_FallsBackToStatic()
public void IsForecast_OutsideScope_GetAndSetThrow()
{
// Post-Task-8: fallback is gone. Both get and set go through BattleAmbient.Require(),
// which throws when no scope is active. This is the forcing function — any unwrapped
// engine code that touches IsForecast fails fast instead of silently writing a static.
Assert.That(BattleAmbient.Current, Is.Null);
BattleManagerBase.IsForecast = true;
Assert.That(BattleManagerBase.IsForecast, Is.True);
BattleManagerBase.IsForecast = false;
Assert.That(BattleManagerBase.IsForecast, Is.False);
Assert.Throws<System.InvalidOperationException>(() => { var _ = BattleManagerBase.IsForecast; });
Assert.Throws<System.InvalidOperationException>(() => BattleManagerBase.IsForecast = true);
}
[Test]
public void IsRandomDraw_RoundtripsAmbient_And_Fallback()
public void IsRandomDraw_OutsideScope_GetAndSetThrow_InsideScope_Roundtrips()
{
// Post-Task-8: get/set both Require() a scope. Inside a scope, writes land on the ctx.
Assert.That(BattleAmbient.Current, Is.Null);
BattleManagerBase.IsRandomDraw = true;
Assert.That(BattleManagerBase.IsRandomDraw, Is.True);
Assert.Throws<System.InvalidOperationException>(() => { var _ = BattleManagerBase.IsRandomDraw; });
Assert.Throws<System.InvalidOperationException>(() => BattleManagerBase.IsRandomDraw = true);
var ctx = new BattleAmbientContext { IsRandomDraw = false };
using (var _ = BattleAmbient.Enter(ctx))
{
Assert.That(BattleManagerBase.IsRandomDraw, Is.False);
BattleManagerBase.IsRandomDraw = true;
Assert.That(ctx.IsRandomDraw, Is.True);
}
Assert.That(BattleManagerBase.IsRandomDraw, Is.True);
BattleManagerBase.IsRandomDraw = false;
// Scope disposed -> back to throwing on access.
Assert.Throws<System.InvalidOperationException>(() => { var _ = BattleManagerBase.IsRandomDraw; });
}
[Test]
@@ -142,11 +146,13 @@ public class BattleAmbientTests
}
[Test]
public void GetIns_OutsideScope_FallsBackToStatic()
public void GetIns_OutsideScope_ReturnsNull()
{
// Post-Task-8: fallback is gone. GetIns() reads Current?.Mgr (soft, kept null-tolerant so
// engine call sites that pattern `GetIns()?.Foo ?? default` still compose). With no scope
// active, Current is null, so GetIns() returns null.
Assert.That(BattleAmbient.Current, Is.Null);
var v = BattleManagerBase.GetIns();
Assert.Pass($"GetIns()={(v is null ? "null" : v.GetType().Name)}");
Assert.That(BattleManagerBase.GetIns(), Is.Null);
}
[Test]

View File

@@ -221,6 +221,19 @@ 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)
{
var rng = new System.Random(seed);
var deck = new long[40];
for (int i = 0; i < 40; i++) deck[i] = FollowerId;
return deck;
}
// Per-ambient seeder: writes the player/enemy chara ids onto the AMBIENT GameMgr's DataMgr.
// Called by TestBattleScope after the scope is entered so GameMgr.GetIns() routes to the
// per-test GameMgr, not whichever one happened to be ambient last.

View File

@@ -0,0 +1,100 @@
#nullable enable
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using SVSim.BattleEngine.Ambient;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests;
/// <summary>The forcing-function tests for the multi-instancing migration (Task 8). Each engine
/// instance carries its OWN <see cref="BattleAmbientContext"/> internally (SessionBattleEngine
/// constructs a per-session ctx in its field initializer and enters it on every Setup/Receive/
/// read), so two engines on two tasks must resolve independently — no shared "current mgr",
/// "current GameMgr", or "current viewer id" state. The stress test pins
/// parallel-equals-sequential to catch any residual contamination (which would manifest as a
/// life/PP/hand-count mismatch between the parallel and sequential runs).</summary>
[TestFixture, Parallelizable(ParallelScope.Self)]
public class MultiInstanceEngineTests
{
[OneTimeSetUp]
public void OneTimeSetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
[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);
var taskA = Task.Run(() => DriveBasicTurns(engineA));
var taskB = Task.Run(() => DriveBasicTurns(engineB));
await Task.WhenAll(taskA, taskB);
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));
}
[Test]
public async Task StressN_RandomDecks_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));
// Setup is process-globally serialized: a small set of decomp-origin static accumulators
// (Wizard.LocalLog._lastTraceLogStringBuilder, etc.) is touched during BattleManagerBase ctor.
// These are pre-existing non-thread-safe engine singletons orthogonal to the per-battle
// ambient migration; serializing Setup keeps the test focused on what Task 8 actually proves
// (per-battle STATE isolation), not on patching every decomp log accumulator. Drive the
// engines in parallel afterward (the read seam — LeaderLife/Pp/HandCount — is what must
// resolve through ambient cleanly).
var engines = new SessionBattleEngine[n];
for (int i = 0; i < n; i++)
{
engines[i] = new SessionBattleEngine();
engines[i].Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB);
}
var parallel = await Task.WhenAll(engines.Select(e => Task.Run(() =>
{
DriveBasicTurns(e);
return e.LeaderLife(true);
})));
var sequential = new int[n];
for (int i = 0; i < n; i++)
{
var e = new SessionBattleEngine();
e.Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB);
DriveBasicTurns(e);
sequential[i] = e.LeaderLife(true);
}
Assert.That(parallel, Is.EqualTo(sequential));
}
[Test]
public void GameMgr_GetIns_WithoutScope_Throws()
{
Assert.That(BattleAmbient.Current, Is.Null);
Assert.Throws<System.InvalidOperationException>(() => GameMgr.GetIns());
}
private static void DriveBasicTurns(SessionBattleEngine e)
{
_ = e.LeaderLife(true);
_ = e.Pp(true);
_ = e.HandCount(true);
}
}

View File

@@ -1,40 +1,19 @@
using NUnit.Framework;
namespace SVSim.BattleEngine.Tests
{
// Shared base for every network-emit test fixture (M13 EmitPathReadOracleTests, the
// construction-probe's OnEmit seam test, and any M14+ network fixture to come).
//
// WHY this exists — the global-state leak it closes:
// HeadlessEngineEnv.NewNetworkEmitBattle() mutates two PROCESS globals that no per-mgr
// teardown reverts on its own:
// - Wizard.ToolboxGame.RealTimeNetworkAgent: a non-null agent is injected so the engine's
// NetworkBattleSender ToolboxGame.RealTimeNetworkAgent.* calls resolve (the capture seam).
// - BattleManagerBase.IsForecast: the emit path needs this FALSE, so the harness flips it from
// the EnsureInitialized default of TRUE.
// HeadlessEngineEnv.EnsureInitialized() is _done-guarded — it sets IsForecast=true exactly once
// and then NO-OPs forever after. So once a network-emit fixture leaves IsForecast=false behind,
// nothing restores it: a later SOLO fixture (e.g. RandomDrawOracleTests) that assumes
// IsForecast=true would silently run with IsForecast=false (un-suppressed VFX) and a stale
// injected agent. Currently latent-benign, but a real hygiene gap M14's added network fixtures
// could turn flaky.
// POST-TASK-8 (multi-instancing migration): now empty. The historical hygiene gap this class
// closed (HeadlessEngineEnv.NewNetworkEmitBattle leaving IsForecast=false + a stray injected
// agent visible to a later solo fixture) was a PROCESS-GLOBAL leak via the now-deleted
// BattleManagerBase._isForecastFallback + ToolboxGame._realTimeNetworkAgentFallback statics.
// Both fields are gone: IsForecast/RealTimeNetworkAgent live on the per-test ambient context
// (TestBattleScope's BattleAmbientContext), so scope Dispose drops them. A later fixture's
// new TestBattleScope starts a fresh ctx with IsForecast=true and a null NetworkAgent by
// default — exactly the EnsureInitialized invariant the old TearDown manually restored.
//
// Deriving from this base means NUnit runs the base-class [TearDown] after EVERY test in the
// derived fixture automatically, so the reset can never be forgotten when a new network-emit
// fixture is added — inherit this, don't re-roll a local teardown.
// Kept as a marker base class so derived fixtures don't churn; can be deleted in Task 9.
public abstract class NetworkEmitFixtureBase
{
[TearDown]
public void ResetNetworkEmitGlobals()
{
// Clear the injected agent (the solo oracles don't read it, but clearing it is defensive,
// mirroring RandomDrawOracleTests.ResetRandomDrawGate).
Wizard.ToolboxGame.SetRealTimeNetworkBattle(null);
// Restore the EnsureInitialized default. This is the load-bearing restore: every solo
// oracle and EnsureInitialized assume IsForecast=TRUE, and EnsureInitialized only sets it
// once (guarded), so without restoring it here a solo fixture running after a network-emit
// fixture would see IsForecast=false and un-suppressed VFX.
BattleManagerBase.IsForecast = true;
}
}
}

View File

@@ -62,7 +62,7 @@ BattleFinishToOpponentDisConnectChecker.cs BattleFinishToOpponentDisConnectCheck
BattleKeywordInfoListMgr.cs BattleKeywordInfoListMgr.cs a014170d0b3f5499635bcc2e29755dc2f3125d5a5a28b1741a4abc74b4abcf86 0
BattleLifeTimeSharedObject.cs BattleLifeTimeSharedObject.cs ab8bc3703d268752a1de56ab5d3e9ebd276980c20076eb0ca300838b3db13d5f 0
BattleLogTextBuilderAttachSkill.cs BattleLogTextBuilderAttachSkill.cs 11c585ae931fa3dc734bb231d6da61df3b51b803516ca2c5d88a0c78bc7c0104 0
BattleManagerBase.cs BattleManagerBase.cs d12aed345f596e068bfb130a247e280457cf5160a76f8bfef4a1dda1c561d196 1
BattleManagerBase.cs BattleManagerBase.cs c40684d0f3e3c11e603b374ee9ba64f1830052723ea183d0b90d76d4a646ad5c 1
BattleMenuMgr.cs BattleMenuMgr.cs 7418699063e01641d0df1ed16773a9ac9418f418cc047fc18c5892eb7971d361 0
BattlePlayer.cs BattlePlayer.cs 001409844b46ddaf0a5edbce4e015749ece61053adf725a978987d7063a02632 0
BattlePlayerBase.cs BattlePlayerBase.cs 9d3a665158706460a52900008dcfcdf575dbe08cb6d3cc05e63e718b2885b51b 0
@@ -178,7 +178,7 @@ Cute\AudioManager.cs Cute\AudioManager.cs 5e0cce94bcfad63266cd298aef89bb383e541f
Cute\BootApp.cs Cute\BootApp.cs 1a6b3066b6155aba225b9ca4e79655e428fc7b24cb16569717b53600b1f23bb5 0
Cute\BootNetwork.cs Cute\BootNetwork.cs 99769dd6c38b2ee2ef7ad02e14530c658576e5c4a2188ed1cbcdd563f68443f6 0
Cute\BootSystem.cs Cute\BootSystem.cs 61afa7a7c8df705504031629965440d491603dec531b047a36b9294f255ee04e 0
Cute\Certification.cs Cute\Certification.cs ea018062d8823eb3527e7fd5e07d094a6fd444c1ad5a368bcf9132315cac99ac 1
Cute\Certification.cs Cute\Certification.cs 0491630cc02f155829e96d2a3624f13a81200b5a00fd253f54cefbe576371d70 1
Cute\CryptAES.cs Cute\CryptAES.cs d3022b9e1be75bc07e57aef61093717a84b60383608eba5daa9b7dc6605b1e75 0
Cute\Cryptographer.cs Cute\Cryptographer.cs f61bc1f4727d323004c443c9db30a4f221db3309be2cb14d6f51fc6a39590908 0
Cute\CustomPreference.cs Cute\CustomPreference.cs ddc46cc13bf2728e4fcee7db550ec093ec3acf651ea48d3dbb5f5099d5a20f89 0
@@ -2624,7 +2624,7 @@ Wizard\CrossoverRewardInfo.cs Wizard\CrossoverRewardInfo.cs bb3763306d0e7d3feefb
Wizard\CsvColumns.cs Wizard\CsvColumns.cs d113f92e1f0145adb323c093deca81aab1889e8de34ed78c852b8e5a764c1c4c 0
Wizard\CustomEasing.cs Wizard\CustomEasing.cs c7ac36e40e66f046d42e1d688db22f2acc2567399ce23c0512e3e2c8beefa598 0
Wizard\DamagedTagCollection.cs Wizard\DamagedTagCollection.cs 8e6ecf677b4da8e16a68d3336959cd6d08af4830a0214297d65e96243f777c3f 0
Wizard\Data.cs Wizard\Data.cs 88529d834ee64a12288ae2a40062824ea594f6d1b6c95d3cab2776f499369e77 1
Wizard\Data.cs Wizard\Data.cs 46db6a70b06a6ebf89f7210e32385a63ab82a8ae196518a684a3a632ff5dea69 1
Wizard\DeckAttributeType.cs Wizard\DeckAttributeType.cs 006bb4c04d8a60c9caf04873dde6c962366348db03ec40a8bbc0071392f656dd 0
Wizard\DeckAutoCreateTask.cs Wizard\DeckAutoCreateTask.cs e8c21d513114d2c42ad85a28da4adb48642bd36dc012f6029fbc8a8d72b78d6c 0
Wizard\DeckBuildShortageCardView.cs Wizard\DeckBuildShortageCardView.cs 34428e4efb614c4fd59136d1bb87485ce117a97b2c6668f0481fff4b510a31d3 0
@@ -3237,7 +3237,7 @@ Wizard\TargetSelectType.cs Wizard\TargetSelectType.cs 91ab18f9c069784e1140a187ea
Wizard\TargetTagCollection.cs Wizard\TargetTagCollection.cs 1bd2fb66e58c9fae3d23fbce351972577da664c2b959ee92e0547e2396c82eb9 0
Wizard\TextLineCreater.cs Wizard\TextLineCreater.cs fdb7f0a918c2f5b92268954b3980724f29cb16a8098ea67c2d99633ae5bd1e92 0
Wizard\TokenPlayPattern.cs Wizard\TokenPlayPattern.cs c14d846afb81b876291013c077cbd503bebd27b651b5b78708e93d68758e2e7b 0
Wizard\ToolboxGame.cs Wizard\ToolboxGame.cs ac0bde1ef076672c6e19969c5f9ec172aee79e7d5ee5bdf660e89166e8ff07ce 1
Wizard\ToolboxGame.cs Wizard\ToolboxGame.cs 968903c18a720c29cb410690d8912ff42d11dc7c41e29a61f77f8de112f18414 1
Wizard\TournamentCell.cs Wizard\TournamentCell.cs b07b968c6768b74b9345ab3aa1ae138950de022b08f92a16966b3daef81d379c 0
Wizard\TournamentCellData.cs Wizard\TournamentCellData.cs ecc457bdf2dbaa7db9de893f69a07ac43e589ca140dad29866d658af386e605e 0
Wizard\TournamentController.cs Wizard\TournamentController.cs 236122aa73487c600114c9b0010ab9e9c85a5745a267550088c8f790532647c9 0
1 # engine-relpath source-relpath sha256 patched(0|1)
62 BattleKeywordInfoListMgr.cs BattleKeywordInfoListMgr.cs a014170d0b3f5499635bcc2e29755dc2f3125d5a5a28b1741a4abc74b4abcf86 0
63 BattleLifeTimeSharedObject.cs BattleLifeTimeSharedObject.cs ab8bc3703d268752a1de56ab5d3e9ebd276980c20076eb0ca300838b3db13d5f 0
64 BattleLogTextBuilderAttachSkill.cs BattleLogTextBuilderAttachSkill.cs 11c585ae931fa3dc734bb231d6da61df3b51b803516ca2c5d88a0c78bc7c0104 0
65 BattleManagerBase.cs BattleManagerBase.cs d12aed345f596e068bfb130a247e280457cf5160a76f8bfef4a1dda1c561d196 c40684d0f3e3c11e603b374ee9ba64f1830052723ea183d0b90d76d4a646ad5c 1
66 BattleMenuMgr.cs BattleMenuMgr.cs 7418699063e01641d0df1ed16773a9ac9418f418cc047fc18c5892eb7971d361 0
67 BattlePlayer.cs BattlePlayer.cs 001409844b46ddaf0a5edbce4e015749ece61053adf725a978987d7063a02632 0
68 BattlePlayerBase.cs BattlePlayerBase.cs 9d3a665158706460a52900008dcfcdf575dbe08cb6d3cc05e63e718b2885b51b 0
178 Cute\BootApp.cs Cute\BootApp.cs 1a6b3066b6155aba225b9ca4e79655e428fc7b24cb16569717b53600b1f23bb5 0
179 Cute\BootNetwork.cs Cute\BootNetwork.cs 99769dd6c38b2ee2ef7ad02e14530c658576e5c4a2188ed1cbcdd563f68443f6 0
180 Cute\BootSystem.cs Cute\BootSystem.cs 61afa7a7c8df705504031629965440d491603dec531b047a36b9294f255ee04e 0
181 Cute\Certification.cs Cute\Certification.cs ea018062d8823eb3527e7fd5e07d094a6fd444c1ad5a368bcf9132315cac99ac 0491630cc02f155829e96d2a3624f13a81200b5a00fd253f54cefbe576371d70 1
182 Cute\CryptAES.cs Cute\CryptAES.cs d3022b9e1be75bc07e57aef61093717a84b60383608eba5daa9b7dc6605b1e75 0
183 Cute\Cryptographer.cs Cute\Cryptographer.cs f61bc1f4727d323004c443c9db30a4f221db3309be2cb14d6f51fc6a39590908 0
184 Cute\CustomPreference.cs Cute\CustomPreference.cs ddc46cc13bf2728e4fcee7db550ec093ec3acf651ea48d3dbb5f5099d5a20f89 0
2624 Wizard\CsvColumns.cs Wizard\CsvColumns.cs d113f92e1f0145adb323c093deca81aab1889e8de34ed78c852b8e5a764c1c4c 0
2625 Wizard\CustomEasing.cs Wizard\CustomEasing.cs c7ac36e40e66f046d42e1d688db22f2acc2567399ce23c0512e3e2c8beefa598 0
2626 Wizard\DamagedTagCollection.cs Wizard\DamagedTagCollection.cs 8e6ecf677b4da8e16a68d3336959cd6d08af4830a0214297d65e96243f777c3f 0
2627 Wizard\Data.cs Wizard\Data.cs 88529d834ee64a12288ae2a40062824ea594f6d1b6c95d3cab2776f499369e77 46db6a70b06a6ebf89f7210e32385a63ab82a8ae196518a684a3a632ff5dea69 1
2628 Wizard\DeckAttributeType.cs Wizard\DeckAttributeType.cs 006bb4c04d8a60c9caf04873dde6c962366348db03ec40a8bbc0071392f656dd 0
2629 Wizard\DeckAutoCreateTask.cs Wizard\DeckAutoCreateTask.cs e8c21d513114d2c42ad85a28da4adb48642bd36dc012f6029fbc8a8d72b78d6c 0
2630 Wizard\DeckBuildShortageCardView.cs Wizard\DeckBuildShortageCardView.cs 34428e4efb614c4fd59136d1bb87485ce117a97b2c6668f0481fff4b510a31d3 0
3237 Wizard\TargetTagCollection.cs Wizard\TargetTagCollection.cs 1bd2fb66e58c9fae3d23fbce351972577da664c2b959ee92e0547e2396c82eb9 0
3238 Wizard\TextLineCreater.cs Wizard\TextLineCreater.cs fdb7f0a918c2f5b92268954b3980724f29cb16a8098ea67c2d99633ae5bd1e92 0
3239 Wizard\TokenPlayPattern.cs Wizard\TokenPlayPattern.cs c14d846afb81b876291013c077cbd503bebd27b651b5b78708e93d68758e2e7b 0
3240 Wizard\ToolboxGame.cs Wizard\ToolboxGame.cs ac0bde1ef076672c6e19969c5f9ec172aee79e7d5ee5bdf660e89166e8ff07ce 968903c18a720c29cb410690d8912ff42d11dc7c41e29a61f77f8de112f18414 1
3241 Wizard\TournamentCell.cs Wizard\TournamentCell.cs b07b968c6768b74b9345ab3aa1ae138950de022b08f92a16966b3daef81d379c 0
3242 Wizard\TournamentCellData.cs Wizard\TournamentCellData.cs ecc457bdf2dbaa7db9de893f69a07ac43e589ca140dad29866d658af386e605e 0
3243 Wizard\TournamentController.cs Wizard\TournamentController.cs 236122aa73487c600114c9b0010ab9e9c85a5745a267550088c8f790532647c9 0

View File

@@ -410,26 +410,14 @@ public class BattleManagerBase
private NetworkTouchControl _networkTouchControl;
private static BattleManagerBase _mainFallback;
private static bool _isRandomDrawFallback = false;
public static bool IsRandomDraw {
get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsRandomDraw ?? _isRandomDrawFallback;
set {
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
if (c != null) c.IsRandomDraw = value;
else _isRandomDrawFallback = value;
}
get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw;
set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw = value;
}
private static bool _isForecastFallback = false;
public static bool IsForecast {
get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsForecast ?? _isForecastFallback;
set {
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
if (c != null) c.IsForecast = value;
else _isForecastFallback = value;
}
get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast;
set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast = value;
}
public BattleLifeTimeSharedObject BattleLifeTimeSharedObject;
@@ -724,12 +712,15 @@ public class BattleManagerBase
public static BattleManagerBase GetIns()
{
return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr ?? _mainFallback;
// Soft read: returns null when no scope is active, preserving engine call sites that pattern
// `GetIns()?.Foo ?? default` (or null-tolerant successors). Inside a scope, returns the
// scope's Mgr (which may itself be null mid-Setup — see SessionBattleEngine.SetupInternal,
// which publishes Mgr before WireMulliganPhase).
return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr;
}
protected BattleManagerBase(IBattleMgrContentsCreator contentsCreator)
{
_mainFallback = this;
BattleLifeTimeSharedObject = new BattleLifeTimeSharedObject();
PublishedSkillList = new List<SkillBase>();
_contentsCreator = contentsCreator;
@@ -1488,7 +1479,6 @@ public class BattleManagerBase
GameMgr.GetIns().GetPrefabMgr().DisposeAllClonedObject();
GameMgr.GetIns().GetGameObjMgr().DisposeUIGameObj();
GameMgr.GetIns().GetPrefabMgr().AllUnLoad();
_mainFallback = null;
}
private void DisposeBattleGameObj_DestroyImmediate(GameObject obj)

View File

@@ -16,8 +16,6 @@ public class Certification : MonoBehaviour
private static string udid;
private static int _viewerIdFallback;
private static int short_udid;
private static string sessionId;
@@ -40,28 +38,13 @@ public class Certification : MonoBehaviour
public static int ViewerId
{
get
{
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
if (c != null) return c.ViewerId;
if (_viewerIdFallback == 0)
{
_viewerIdFallback = Toolbox.SavedataManager.GetInt("VIEWER_ID");
}
return _viewerIdFallback;
}
set
{
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
if (c != null)
{
// Inside a scope, ViewerId is fixed at scope entry — swallow the write.
return;
}
Toolbox.SavedataManager.SetInt("VIEWER_ID", value);
Toolbox.SavedataManager.Save();
_viewerIdFallback = value;
}
// Post-Task-8: strictly ambient. The historical SavedataManager-backed lazy decode was the
// client process's single-viewer-id source; in the headless multi-instance world the viewer
// id MUST come from the per-session ambient context. Setter is a no-op (BattleAmbientContext
// .ViewerId is `init`-only — fixed at scope entry per design — and the historical caller
// (SavedataManager.SetInt + Save) is dead in the server world).
get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().ViewerId;
set { /* ambient ViewerId is init-only; SavedataManager path is dead headless */ }
}
public static int ShortUdid
@@ -152,7 +135,6 @@ public class Certification : MonoBehaviour
{
sessionId = null;
udid = null;
_viewerIdFallback = 0;
short_udid = 0;
Toolbox.SavedataManager.SetInt("VIEWER_ID", 0);
Toolbox.SavedataManager.SetInt("SHORT_UDID", 0);

View File

@@ -176,16 +176,16 @@ public static class Data
public static ReplayDetailInfo ReplayBattleInfo { get; set; }
private static BattleRecoveryInfo _battleRecoveryInfoFallback;
public static BattleRecoveryInfo BattleRecoveryInfo
{
get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo ?? _battleRecoveryInfoFallback;
set
{
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
if (c != null) c.RecoveryInfo = value;
else _battleRecoveryInfoFallback = value;
}
// Soft read: returns null when no scope is active. The MulliganMgrBase.StartDeal call site
// reads this with a null-tolerant ??=-style pattern, so a null degrade is the historical
// fallback. Inside a scope, returns the per-session RecoveryInfo (SessionBattleEngine
// pre-seeds an uninitialized BattleRecoveryInfo on its ctx field initializer).
get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo;
// Strict setter: writes must land on the per-session ctx. No historical production caller
// writes this outside a scope; an unwrapped write now fails fast (forcing function).
set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().RecoveryInfo = value;
}
public static VoteData VoteInfo { get; set; }

View File

@@ -25,10 +25,12 @@ public static class ToolboxGame
private static Transform _gameTransform = null;
private static RealTimeNetworkAgent _realTimeNetworkAgentFallback;
public static RealTimeNetworkAgent RealTimeNetworkAgent
{
get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent ?? _realTimeNetworkAgentFallback;
// Soft read: returns null when no scope is active, mirroring GetIns. Engine code reads this
// via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network-send paths gated on a
// non-null agent), so a null on the unwrapped path is the correct degrade — not a throw.
get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent;
}
public static Transform GameTransform
@@ -60,20 +62,19 @@ public static class ToolboxGame
public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
{
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
if (c != null) c.NetworkAgent = agent;
else _realTimeNetworkAgentFallback = agent;
// Strict: must be inside a scope to set the per-session agent. Forcing-function — any
// historical unwrapped caller (no production callsite remains) now fails fast.
SVSim.BattleEngine.Ambient.BattleAmbient.Require().NetworkAgent = agent;
}
public static void DestroyNetworkAgent()
{
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
var current = c?.NetworkAgent ?? _realTimeNetworkAgentFallback;
var current = c?.NetworkAgent;
if (current != null)
{
Object.DestroyImmediate(current.gameObject);
if (c != null) c.NetworkAgent = null;
else _realTimeNetworkAgentFallback = null;
c.NetworkAgent = null;
}
}

View File

@@ -0,0 +1,77 @@
Multi-instancing migration (Step 8 — forcing function): delete the static per-battle fallbacks
the earlier ambient-* patches added as a coexistence shim. With the fallbacks gone, any unwrapped
engine call into IsForecast/IsRandomDraw fails fast (BattleAmbient.Require() throws
InvalidOperationException); GetIns soft-returns null when no scope is active so engine code
that patterns `GetIns()?.Foo ?? default` keeps composing (per design — strict for setters /
load-bearing reads, soft for the GetIns null-tolerant chain). Supersedes the intermediate
.ambient-isforecast-israndomdraw + .ambient-main-getins patches (kept for the audit trail).
Semantics chosen per accessor:
- IsForecast : get/set both BattleAmbient.Require() — strict (must be in a scope)
- IsRandomDraw : get/set both BattleAmbient.Require() — strict
- GetIns() : Current?.Mgr — soft (null when no scope; preserves engine `?.` patterns)
- ctor : `_mainFallback = this` line deleted entirely
- DisposeManager: `_mainFallback = null` line deleted entirely
In-file edits:
- line ~413 declaration `private static BattleManagerBase _mainFallback;` DELETED
- lines ~415-432 the four fallback statics + their if-else fallback branches DELETED,
replaced with strict get/set via BattleAmbient.Require()
- line ~727 GetIns() body -> Current?.Mgr (no fallback)
- line ~732 ctor `_mainFallback = this` DELETED (no longer needed; ambient.Mgr is published
explicitly from SessionBattleEngine.SetupInternal after construction)
- line ~1491 dispose `_mainFallback = null` DELETED (the matching scope drop replaces it)
--- Engine/BattleManagerBase.cs (~lines 413-433)
- private static BattleManagerBase _mainFallback;
-
- private static bool _isRandomDrawFallback = false;
- public static bool IsRandomDraw {
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsRandomDraw ?? _isRandomDrawFallback;
- set {
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- if (c != null) c.IsRandomDraw = value;
- else _isRandomDrawFallback = value;
- }
- }
-
- private static bool _isForecastFallback = false;
- public static bool IsForecast {
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsForecast ?? _isForecastFallback;
- set {
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- if (c != null) c.IsForecast = value;
- else _isForecastFallback = value;
- }
- }
+ public static bool IsRandomDraw {
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw;
+ set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw = value;
+ }
+
+ public static bool IsForecast {
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast;
+ set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast = value;
+ }
--- Engine/BattleManagerBase.cs (~line 727)
public static BattleManagerBase GetIns()
{
- return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr ?? _mainFallback;
+ // Soft read: returns null when no scope is active, preserving engine call sites that
+ // pattern `GetIns()?.Foo ?? default`. Inside a scope, returns the scope's Mgr (which may
+ // itself be null mid-Setup — see SessionBattleEngine.SetupInternal, which publishes Mgr
+ // before WireMulliganPhase).
+ return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr;
}
--- Engine/BattleManagerBase.cs (~line 732)
protected BattleManagerBase(IBattleMgrContentsCreator contentsCreator)
{
- _mainFallback = this;
BattleLifeTimeSharedObject = new BattleLifeTimeSharedObject();
--- Engine/BattleManagerBase.cs (~line 1491)
GameMgr.GetIns().GetPrefabMgr().AllUnLoad();
- _mainFallback = null;
}

View File

@@ -0,0 +1,73 @@
Multi-instancing migration (Step 8 — forcing function): delete the static viewer-id fallback the
earlier .ambient-viewerid patch added as a coexistence shim. ViewerId is now strictly per-session
ambient (BattleAmbient.Require().ViewerId). Supersedes the intermediate .ambient-viewerid patch
(kept for the audit trail).
Semantics:
- get : BattleAmbient.Require().ViewerId — strict (throws when no scope is active)
- set : NO-OP. The historical caller (SavedataManager.SetInt + Save) is the client process's
persistent-storage path; in the headless multi-instance world the viewer id flows from the
session ctx (BattleAmbientContext.ViewerId, init-only at scope entry — see
SessionBattleEngine's field initializer, which seeds it from EngineGlobalInit.ThisViewerId).
Making the setter strict (Require()) would also work but degrades to a write that can't land
(init-only) — a comment-documented no-op is clearer about why the setter went dead.
Related (SVSim.BattleNode/Sessions/Engine/EngineGlobalInit.cs): the reflection write that seeded
`Certification._viewerIdFallback` is now dead — the static is deleted. Replaced with a comment-
only marker so the design intent (ThisViewerId defines the engine's "player" perspective for the
IsRecovery target parse) stays discoverable from the global init path.
InitializeFileds(): the now-dead `_viewerIdFallback = 0;` line is also deleted (the line above and
below — SavedataManager.SetInt("VIEWER_ID", 0) — stay).
In-file edits:
- line ~19 declaration `private static int _viewerIdFallback;` DELETED
- lines ~41-65 the ambient+fallback get/set body REPLACED with strict get + no-op set
- line ~155 `_viewerIdFallback = 0;` inside InitializeFileds DELETED
--- Engine/Cute/Certification.cs (~line 19)
private static string udid;
-
- private static int _viewerIdFallback;
-
private static int short_udid;
--- Engine/Cute/Certification.cs (~lines 41-65)
public static int ViewerId
{
- get
- {
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- if (c != null) return c.ViewerId;
- if (_viewerIdFallback == 0)
- {
- _viewerIdFallback = Toolbox.SavedataManager.GetInt("VIEWER_ID");
- }
- return _viewerIdFallback;
- }
- set
- {
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- if (c != null)
- {
- // Inside a scope, ViewerId is fixed at scope entry — swallow the write.
- return;
- }
- Toolbox.SavedataManager.SetInt("VIEWER_ID", value);
- Toolbox.SavedataManager.Save();
- _viewerIdFallback = value;
- }
+ // Post-Task-8: strictly ambient. The historical SavedataManager-backed lazy decode was the
+ // client process's single-viewer-id source; in the headless multi-instance world the viewer
+ // id MUST come from the per-session ambient context. Setter is a no-op (BattleAmbientContext
+ // .ViewerId is `init`-only — fixed at scope entry per design — and the historical caller
+ // (SavedataManager.SetInt + Save) is dead in the server world).
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().ViewerId;
+ set { /* ambient ViewerId is init-only; SavedataManager path is dead headless */ }
}
--- Engine/Cute/Certification.cs (~line 155)
sessionId = null;
udid = null;
- _viewerIdFallback = 0;
short_udid = 0;

View File

@@ -0,0 +1,43 @@
Multi-instancing migration (Step 8 — forcing function): delete the static BattleRecoveryInfo
fallback the earlier .ambient-recoveryinfo patch added as a coexistence shim. BattleRecoveryInfo
is now strictly per-session ambient. Supersedes the intermediate .ambient-recoveryinfo patch
(kept for the audit trail).
Semantics:
- BattleRecoveryInfo (getter) : Current?.RecoveryInfo — soft (null when no scope). The
MulliganMgrBase.StartDeal call site reads this with a null-tolerant pattern, so a null
degrade is the historical fallback. Inside a scope, returns the per-session RecoveryInfo
(SessionBattleEngine pre-seeds an uninitialized BattleRecoveryInfo on its ctx field
initializer).
- BattleRecoveryInfo (setter) : BattleAmbient.Require().RecoveryInfo = value — strict
(writes must land on the per-session ctx; forcing function).
Related (SVSim.BattleNode/Sessions/Engine/EngineGlobalInit.cs): the dead `Data.BattleRecoveryInfo
= ...` write inside the `_done` lock block is also deleted (flagged by Task 7 reviewer). The
per-session ctx pre-seeds RecoveryInfo, so the process-global write was dead the moment the
ambient seam landed.
In-file edits:
- line ~179 declaration `private static BattleRecoveryInfo _battleRecoveryInfoFallback;` DELETED
- lines ~180-189 the ambient+fallback get/set body REPLACED with strict semantics
--- Engine/Wizard/Data.cs (~lines 179-189)
- private static BattleRecoveryInfo _battleRecoveryInfoFallback;
public static BattleRecoveryInfo BattleRecoveryInfo
{
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo ?? _battleRecoveryInfoFallback;
- set
- {
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- if (c != null) c.RecoveryInfo = value;
- else _battleRecoveryInfoFallback = value;
- }
+ // Soft read: returns null when no scope is active. The MulliganMgrBase.StartDeal call site
+ // reads this with a null-tolerant ??=-style pattern, so a null degrade is the historical
+ // fallback. Inside a scope, returns the per-session RecoveryInfo (SessionBattleEngine
+ // pre-seeds an uninitialized BattleRecoveryInfo on its ctx field initializer).
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo;
+ // Strict setter: writes must land on the per-session ctx. No historical production caller
+ // writes this outside a scope; an unwrapped write now fails fast (forcing function).
+ set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().RecoveryInfo = value;
}

View File

@@ -0,0 +1,57 @@
Multi-instancing migration (Step 8 — forcing function): delete the static RealTimeNetworkAgent
fallback the earlier .ambient-rtna patch added as a coexistence shim. RealTimeNetworkAgent is now
strictly per-session ambient. Supersedes the intermediate .ambient-rtna patch (kept for the audit
trail).
Semantics:
- RealTimeNetworkAgent (getter) : Current?.NetworkAgent — soft (null when no scope).
Engine code reads this via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network
send paths gated on a non-null agent), so a null on the unwrapped path is the correct
degrade — not a throw.
- SetRealTimeNetworkBattle : BattleAmbient.Require().NetworkAgent = agent — strict (writes must
land on the per-session ctx; forcing function).
- DestroyNetworkAgent : reads Current, destroys, nulls the ambient NetworkAgent in-place.
Outside a scope is a no-op (nothing to destroy in the ambient world).
In-file edits:
- line ~28 declaration `private static RealTimeNetworkAgent _realTimeNetworkAgentFallback;` DELETED
- lines ~29-32 getter body no fallback chain
- lines ~61-66 Set body Require() (strict)
- lines ~68-78 Destroy body Current-based; no fallback branch
--- Engine/Wizard/ToolboxGame.cs (~lines 28-32)
- private static RealTimeNetworkAgent _realTimeNetworkAgentFallback;
public static RealTimeNetworkAgent RealTimeNetworkAgent
{
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent ?? _realTimeNetworkAgentFallback;
+ // Soft read: returns null when no scope is active, mirroring GetIns. Engine code reads
+ // this via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network-send paths
+ // gated on a non-null agent), so a null on the unwrapped path is the correct degrade —
+ // not a throw.
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent;
}
--- Engine/Wizard/ToolboxGame.cs (~lines 61-78)
public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
{
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- if (c != null) c.NetworkAgent = agent;
- else _realTimeNetworkAgentFallback = agent;
+ // Strict: must be inside a scope to set the per-session agent. Forcing-function — any
+ // historical unwrapped caller (no production callsite remains) now fails fast.
+ SVSim.BattleEngine.Ambient.BattleAmbient.Require().NetworkAgent = agent;
}
public static void DestroyNetworkAgent()
{
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
- var current = c?.NetworkAgent ?? _realTimeNetworkAgentFallback;
+ var current = c?.NetworkAgent;
if (current != null)
{
Object.DestroyImmediate(current.gameObject);
- if (c != null) c.NetworkAgent = null;
- else _realTimeNetworkAgentFallback = null;
+ c.NetworkAgent = null;
}
}

View File

@@ -89,14 +89,11 @@ internal static class EngineGlobalInit
// Suppress VFX / take the virtual-battle resolution path (no live view layer).
BattleManagerBase.IsForecast = true;
// The receive-conductor deal path runs under IsRecovery (SessionBattleEngine sets it after
// construction) and reads Data.BattleRecoveryInfo.IsMulliganEnd in MulliganMgrBase.StartDeal
// (line 43) — null by default -> NRE. Seed a no-op instance with IsMulliganEnd=false (the
// default) so the deal returns its real parallel VFX rather than the mulligan-end short
// circuit. GetUninitializedObject skips the JsonData ctor. Only when absent (coexistence).
if (Data.BattleRecoveryInfo == null)
Data.BattleRecoveryInfo =
(BattleRecoveryInfo)FormatterServices.GetUninitializedObject(typeof(BattleRecoveryInfo));
// Post-Task-8: BattleRecoveryInfo lives on the per-session BattleAmbientContext (RecoveryInfo,
// pre-seeded with an uninitialized no-op instance in SessionBattleEngine's field initializer).
// Each session owns its own (IsMulliganEnd=false default), so the MulliganMgrBase.StartDeal
// read resolves per-session — the historical process-global Data.BattleRecoveryInfo write that
// lived here was dead the moment the ambient seam landed (reviewer-flagged in Task 7).
// --- static CardMaster (full cards.json) ----------------------------------------------
// ALWAYS rebuild + re-inject the FULL master. We must not defer to a possibly-thin
@@ -124,20 +121,14 @@ internal static class EngineGlobalInit
udidField.SetValue(null, "headless-udid");
// --- Cute.Certification.viewer_id ------------------------------------------------------
// The IsRecovery target parse (NetworkBattleReceiver.CreateTargetList, isWatch branch) derives
// a target's owner from `vid != PlayerStaticData.UserViewerID`, where
// UserViewerID => Certification.ViewerId, whose getter LAZILY reads
// Toolbox.SavedataManager.GetInt("VIEWER_ID") when its backing field is 0 — and that savedata
// read throws headless. The exception is SWALLOWED by ConvertReceiveDataToMakeData's blanket
// catch, which (with the node's checkBreakData:false ingest) silently drops the parsed
// targetList, leaving an attack/evolve with an EMPTY target list -> the action throws on
// targetList[0]. Seed the backing field with a stable nonzero id so the getter short-circuits.
// It defines the engine's "player" perspective: a target vid == ThisViewerId resolves on
// BattlePlayer (engine seat A), vid != it on BattleEnemy (seat B). Only set when 0 (coexistence).
var viewerIdField = typeof(Certification).GetField("_viewerIdFallback",
BindingFlags.Static | BindingFlags.NonPublic)!;
if ((int)(viewerIdField.GetValue(null) ?? 0) == 0)
viewerIdField.SetValue(null, ThisViewerId);
// Post-Task-8: viewer id lives on the per-session BattleAmbientContext (ViewerId, init-only).
// SessionBattleEngine seeds it from ThisViewerId in its field initializer and enters the
// ambient on every Setup/Receive — so the engine's Certification.ViewerId getter
// (BattleAmbient.Require().ViewerId) always resolves cleanly when the engine code is
// reached. The reflection write that used to seed `Certification._viewerIdFallback` is now
// dead (the static is deleted). Left as a comment-only marker so the design intent (this
// viewer id defines the engine's "player" perspective for the IsRecovery target parse)
// stays discoverable from the global init path.
_done = true;
}

View File

@@ -173,10 +173,16 @@ internal sealed class SessionBattleEngine
SeedDeck(mgr, seatADeck, isPlayer: true);
SeedDeck(mgr, seatBDeck, isPlayer: false);
WireMulliganPhase(mgr); // wire OperateReceive.OnReceiveDeal -> StartDeal (deal seats the hand)
// Publish the mgr on the per-session ambient BEFORE wiring the mulligan phase: that ctor
// chains into MulliganInfoControl.InitMulliganInfo, which reads BattleManagerBase.GetIns()
// (MulliganInfoControl.cs:259). With the fallback gone (Task 8), an unset ambient.Mgr would
// resolve to null and NRE on the very next field read. Set ambient.Mgr here so the wiring
// resolves the per-session mgr cleanly.
_mgr = mgr;
_ctx.Mgr = _mgr;
WireMulliganPhase(mgr); // wire OperateReceive.OnReceiveDeal -> StartDeal (deal seats the hand)
// Use the mgr's OWN receiver — the ctor already wired it to the mgr's OperateReceive +
// NetworkBattleData (NetworkBattleManagerBase.cs:266, non-recovery branch). This is the same
// receiver the engine's RecoveryDataHandler drives when replaying recorded frames.