#nullable enable
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using SVSim.BattleEngine.Ambient;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests;
/// The forcing-function tests for the multi-instancing migration (Task 8). Each engine
/// instance carries its OWN internally (SessionBattleEngine
/// constructs a per-session ctx in its field initializer and enters it on every Setup/Receive/
/// read), so two engines on two tasks must resolve independently — no shared "current mgr",
/// "current GameMgr", or "current viewer id" state. The stress test pins
/// parallel-equals-sequential to catch any residual contamination (which would manifest as a
/// life/PP/hand-count mismatch between the parallel and sequential runs).
[TestFixture, Parallelizable(ParallelScope.All)]
public class MultiInstanceEngineTests
{
[OneTimeSetUp]
public void OneTimeSetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
[Test]
public async Task TwoBattles_ResolveIndependently_OnDifferentTasks()
{
var engineA = new SessionBattleEngine();
var engineB = new SessionBattleEngine();
engineA.Setup(masterSeed: 111, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
seatAClass: 1, seatBClass: 2);
engineB.Setup(masterSeed: 222, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
seatAClass: 5, seatBClass: 7);
var taskA = Task.Run(() => DriveBasicTurns(engineA));
var taskB = Task.Run(() => DriveBasicTurns(engineB));
await Task.WhenAll(taskA, taskB);
// Pin the engines' post-Setup state to concrete starting values: LeaderLife=20 (InitLeaderLife's
// DefaultLeaderLife, applied by SessionBattleEngine.Setup), Pp=0 (pre-first-turn, no PP refill
// has run), HandCount=0 (Setup builds the deck/leader graph but doesn't deal an opening hand —
// mulligan/draw happens once a turn-start phase runs, which DriveBasicTurns doesn't trigger).
// Both engines must report the SAME starting state regardless of distinct masterSeeds, which is
// the cross-contamination property under test: ambient isolation means neither engine's reads
// can leak into the other's seat lookups.
Assert.That(engineA.LeaderLife(true), Is.EqualTo(20));
Assert.That(engineB.LeaderLife(true), Is.EqualTo(20));
Assert.That(engineA.Pp(true), Is.EqualTo(0));
Assert.That(engineB.Pp(true), Is.EqualTo(0));
Assert.That(engineA.HandCount(true), Is.EqualTo(0));
Assert.That(engineB.HandCount(true), Is.EqualTo(0));
}
[Test]
public async Task StressN_BaselineMatches([Values(4, 8, 16)] int n)
{
var inputs = new (int seed, long[] deckA, long[] deckB)[n];
for (int i = 0; i < n; i++)
inputs[i] = (1000 + i, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck());
// Setup AND Drive both parallelize: the residual decomp-origin static accumulators
// (Wizard.LocalLog._lastTraceLogStringBuilder etc.) and the Unity Resources shim
// cache are now thread-safe (static lock / ConcurrentDictionary), so two engines
// constructing in parallel no longer corrupts shared scratch state. The full
// construct-then-read pipeline runs concurrently per task and the result still
// pins to the sequential baseline — that is the cross-contamination property
// under test (ambient isolation + safe shared statics).
var parallel = await Task.WhenAll(inputs.Select(input => Task.Run(() =>
{
var e = new SessionBattleEngine();
e.Setup(input.seed, input.deckA, input.deckB);
DriveBasicTurns(e);
return e.LeaderLife(true);
})));
var sequential = new int[n];
for (int i = 0; i < n; i++)
{
var e = new SessionBattleEngine();
e.Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB);
DriveBasicTurns(e);
sequential[i] = e.LeaderLife(true);
}
Assert.That(parallel, Is.EqualTo(sequential));
}
[Test]
public void GameMgr_GetIns_WithoutScope_Throws()
{
Assert.That(BattleAmbient.Current, Is.Null);
Assert.Throws(() => GameMgr.GetIns());
}
private static void DriveBasicTurns(SessionBattleEngine e)
{
_ = e.LeaderLife(true);
_ = e.Pp(true);
_ = e.HandCount(true);
}
}