chore(engine-ambient): harden shim + LocalLog statics for fixture parallelism

Follow-up to the multi-instancing migration. Wraps the process-shared engine
statics that aren't ambient-fronted but race between concurrent battles:

- UnityEngine.Resources._loaded: Dictionary -> ConcurrentDictionary.GetOrAdd
  (the shared prefab cache keyed by path; concurrent first-misses produced
  duplicate GameObjects + Dictionary corruption)
- UnityEngine.GameObject._components: Dictionary -> ConcurrentDictionary with
  Interlocked.CompareExchange init (Resources.Load returns SHARED prefab
  GameObjects, so two engines' Setup() can race on the same _components map
  — surfaced as "Operations that change non-concurrent collections" crashes
  during BattleManagerBase ctor's GetComponent<T>() chain)
- Wizard.LocalLog: single static lock around all mutating entry points
  (StringBuilder _lastTraceLogStringBuilder + ~12 mutable string/bool/int
  scratch fields; serializing the trace-log surface is cheap since logging
  is not the hot path)

Flips SVSim.BattleEngine.Tests assembly Parallelizable scope from Self to
Fixtures and restructures MultiInstanceEngineTests.StressN_BaselineMatches so
Setup runs INSIDE Task.Run (was previously serialized as a workaround for the
LocalLog races). The fixture is also lifted to ParallelScope.All so the
two-engines and stress tests can run alongside each other.

Suite fully green under fixture parallelism (59/0/2 across 3 consecutive runs);
SVSim.UnitTests still 1054/0/0 — true multi-instance correctness is now proved
end-to-end in tests rather than gated behind a serial workaround.

Manifest sha refresh + new patch artifact for the LocalLog edit (decomp-origin);
the two shim files are authored, so no metadata update is needed for them.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-08 08:02:49 -04:00
parent 45344e6d83
commit fbac66fd0b
7 changed files with 360 additions and 174 deletions

View File

@@ -1,21 +1,7 @@
// Assembly-level parallelism policy.
//
// Each engine-state fixture now wraps its tests in a TestBattleScope, so AsyncLocal ambient
// isolates per-test state (mgr/GameMgr/IsForecast/IsRandomDraw/RecoveryInfo/etc.). HOWEVER, the
// engine ALSO touches several process-globals that are NOT routed through the ambient yet:
// - UnityEngine.Resources cache (Dictionary<string,object>, not concurrent)
// - PrefabMgr.Load cache
// - Wizard.LocalLog accumulator (shared StringBuilder, non-thread-safe formatters)
// - the static CardMaster install (HeadlessCardMaster.Load now locks internally)
// So enabling ParallelScope.Fixtures crashes on Unity-shim/LocalLog races — see the failing
// "Operations that change non-concurrent collections must have exclusive access" + LocalLog
// AppendFormat probes during Step 6.5.
//
// The remaining serial test execution is intentional until Task 8 retires the Unity-shim globals
// (or wraps them similarly). The TestBattleScope still buys us per-test isolation under the
// ambient — that delivers the multi-instance INVARIANT this milestone requires (no leaky engine
// flags between tests in the same fixture); fixture-level parallelism is a separate optimization
// that needs more shim work.
// Each engine-state fixture wraps its tests in a TestBattleScope, so AsyncLocal ambient
// isolates per-test state (mgr/GameMgr/IsForecast/IsRandomDraw/RecoveryInfo/etc.). The
// residual process-globals (Unity Resources shim cache, Wizard.LocalLog accumulators) are
// now thread-safe (ConcurrentDictionary / static lock), so fixtures can run in parallel.
using NUnit.Framework;
[assembly: Parallelizable(ParallelScope.Self)]
[assembly: Parallelizable(ParallelScope.Fixtures)]

View File

@@ -14,7 +14,7 @@ namespace SVSim.BattleEngine.Tests;
/// "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)]
[TestFixture, Parallelizable(ParallelScope.All)]
public class MultiInstanceEngineTests
{
[OneTimeSetUp]
@@ -56,22 +56,17 @@ public class MultiInstanceEngineTests
for (int i = 0; i < n; i++)
inputs[i] = (1000 + i, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck());
// 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(() =>
// Setup AND Drive both parallelize: the residual decomp-origin static accumulators
// (Wizard.LocalLog._lastTraceLogStringBuilder etc.) and the Unity Resources shim
// cache are now thread-safe (static lock / ConcurrentDictionary), so two engines
// constructing in parallel no longer corrupts shared scratch state. The full
// construct-then-read pipeline runs concurrently per task and the result still
// pins to the sequential baseline — that is the cross-contamination property
// under test (ambient isolation + safe shared statics).
var parallel = await Task.WhenAll(inputs.Select(input => Task.Run(() =>
{
var e = new SessionBattleEngine();
e.Setup(input.seed, input.deckA, input.deckB);
DriveBasicTurns(e);
return e.LeaderLife(true);
})));