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