Commit Graph

3 Commits

Author SHA1 Message Date
gamer147
fbac66fd0b 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>
2026-06-08 08:02:49 -04:00
gamer147
ab4545b274 test(engine-ambient): tighten MultiInstanceEngineTests post-setup assertions
Replace trivially-true Pp>=0 with concrete post-Setup pins (LeaderLife=20,
Pp=0, HandCount=3). Drop the unused seed parameter from SampleDeck - every
call already returned the same vanilla deck, and the StressN test name 'Random
Decks' overpromised. The cross-contamination property the test pins (parallel
LeaderLife[] equals sequential LeaderLife[]) holds with identical decks +
distinct masterSeeds, which is what's actually being verified.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 23:28:21 -04:00
gamer147
c789d836f1 feat(engine-ambient): delete static fallbacks; add MultiInstanceEngineTests
Step 8 (final) of multi-instancing migration. All per-battle statics now
require a BattleAmbient scope — unwrapped writes throw InvalidOperationException
(fail-fast forcing function). MultiInstanceEngineTests proves correctness:
two parallel battles resolve independently, N=4/8/16 stress matches sequential
baseline, GameMgr.GetIns throws without scope.

Migration complete. EngineSessionGate gone. Suite fully green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 23:19:37 -04:00