test(battle-engine M13): shared NetworkEmitFixtureBase teardown — close IsForecast/agent global leak

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 13:03:07 -04:00
parent bfd99c4829
commit e6a561b30f
3 changed files with 45 additions and 15 deletions

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@@ -10,21 +10,11 @@ namespace SVSim.BattleEngine.Tests
// without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle.
// Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred.
[TestFixture]
public class EmitPathReadOracleTests
public class EmitPathReadOracleTests : NetworkEmitFixtureBase
{
// Reset the process globals this fixture mutates so no later fixture inherits them:
// - ToolboxGame.RealTimeNetworkAgent: the injected agent (the solo oracles don't read it, but
// clearing it is defensive, mirroring RandomDrawOracleTests.ResetRandomDrawGate).
// - BattleManagerBase.IsForecast: the network emit harness sets this FALSE (the emit path needs it);
// every solo oracle and EnsureInitialized assume it TRUE. EnsureInitialized only sets it once
// (guarded), so without restoring it here a solo fixture running after this one would see
// IsForecast=false and un-suppressed VFX. Restore the EnsureInitialized default.
[TearDown]
public void ResetGlobals()
{
Wizard.ToolboxGame.SetRealTimeNetworkBattle(null);
BattleManagerBase.IsForecast = true;
}
// The process-global reset (IsForecast=true + clear injected agent) now lives in the shared
// NetworkEmitFixtureBase.ResetNetworkEmitGlobals [TearDown], inherited here — see that file
// for why the leak matters.
[Test]
public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing()

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@@ -0,0 +1,40 @@
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.
//
// 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.
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;
}
}
}

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@@ -9,7 +9,7 @@ namespace SVSim.BattleEngine.Tests
// _battleCamera, _backGround) + RegisterActionManager + OperateReceive — the largest new shim
// surface since M5's prefab path. Isolate "ctor runs" before any play is driven.
[TestFixture]
public class NetworkMgrConstructionProbeTests
public class NetworkMgrConstructionProbeTests : NetworkEmitFixtureBase
{
[Test]
public void HeadlessNetworkBattleMgr_constructs_headless()