test(battle-engine M13): shared NetworkEmitFixtureBase teardown — close IsForecast/agent global leak
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -10,21 +10,11 @@ namespace SVSim.BattleEngine.Tests
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// without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle.
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// Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred.
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[TestFixture]
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public class EmitPathReadOracleTests
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public class EmitPathReadOracleTests : NetworkEmitFixtureBase
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{
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// Reset the process globals this fixture mutates so no later fixture inherits them:
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// - ToolboxGame.RealTimeNetworkAgent: the injected agent (the solo oracles don't read it, but
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// clearing it is defensive, mirroring RandomDrawOracleTests.ResetRandomDrawGate).
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// - BattleManagerBase.IsForecast: the network emit harness sets this FALSE (the emit path needs it);
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// every solo oracle and EnsureInitialized assume it TRUE. EnsureInitialized only sets it once
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// (guarded), so without restoring it here a solo fixture running after this one would see
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// IsForecast=false and un-suppressed VFX. Restore the EnsureInitialized default.
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[TearDown]
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public void ResetGlobals()
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{
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Wizard.ToolboxGame.SetRealTimeNetworkBattle(null);
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BattleManagerBase.IsForecast = true;
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}
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// The process-global reset (IsForecast=true + clear injected agent) now lives in the shared
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// NetworkEmitFixtureBase.ResetNetworkEmitGlobals [TearDown], inherited here — see that file
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// for why the leak matters.
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[Test]
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public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing()
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