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>
Fold SetupCardEvent into a shared HeadlessEngineEnv.CreateHeadlessHandCard primitive
(consolidating the duplicated M2/M3 helpers), then add the M4 oracle: card 103111050
(ELF cost-1 1/1, when_play powerup add_offense=1&add_life=1 to target=self). New oracle
dimension = the played card's OWN stat delta (1/1 -> 2/2). Gate play_count>2 seeded via
the public AddCurrentTrunPlayCount; proven load-bearing (without the seed the fanfare
gates out and Atk stays 1). No new shim/data gaps were needed — only harness seeding.
Engine still 0 errors; check_drift clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to
correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor.
PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play;
atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the
port approach is validated through the resolution path, not just M1's compile path.
VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN.
HeadlessCardMaster now loads the follower's real id from cards.json.
Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams,
never a Unity/logic wall):
- M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null):
Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton
was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator
stub + its _IfaceImpl block; both manifested, check_drift clean.
- _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the
explicit impls (which returned default!), shadowing public stubs. Fixed
IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a
non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs.
(GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl
copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>