// 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.Fixtures)]