Step 6 of multi-instancing migration. HeadlessEngineEnv.EnsureInitialized
is split into EnsureProcessGlobals (idempotent, process-once) +
SeedCharaIdsOnCurrentAmbient (per-test). New TestBattleScope IDisposable
sets up a fresh BattleAmbientContext per test. NonParallelizable removed
from converted classes; assembly-level Parallelizable(Fixtures) enabled.
SVSim.BattleEngine.Tests fully green under parallel test execution.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Card 800134010 (clan-1 cost-1 ungated spell, summon_token=100011020): a when_play
summon places one new neutral 2/2 follower token on the caster board. New oracle
dimension = board-count + token-identity delta from a SKILL-CREATED card. 5/5 green;
engine 0 errors; check_drift clean; zero new Engine copies.
This is the first headless run of the PUBLIC prefab card-creation path
(CardCreatorBase.CreateCard, createNullView:false) — engine-internal card creation
(summon/draw/token) has no null-view path in solo mode, unlike the M2-M4 hand-card
seam. Built that path headless:
- Self-consistent no-op Unity object graph (UnityShim.cs): Component.gameObject/
transform, GameObject.transform, Transform.parent/Find now lazily non-null +
cached; GetComponent routed through the GameObject component model.
- Targeted NGUI material backing-field wiring (UIFont.mMat / UILabel.mMaterial) so
the copied material getters return non-null via their simple branch (blanket/deep
wiring would make them delegate down a re-nulling chain).
- getUIBase_CardManager() default! -> field-wired no-op via new ShimView.Create<T>().
- Test-side seeds: SBattleLoad card templates + 3D scene GameObjects (InitCardTemplates).
Load-bearing proof: swapping to the M3 non-summoning spell fails the board-count
(Expected 2, was 1) + token-not-found assertions; reverted to green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>