#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.Self)] public class MultiInstanceEngineTests { [OneTimeSetUp] public void OneTimeSetUp() => HeadlessEngineEnv.EnsureProcessGlobals(); [Test] public async Task TwoBattles_ResolveIndependently_OnDifferentTasks() { var deckA1 = HeadlessEngineEnv.SampleDeck(seed: 1); var deckA2 = HeadlessEngineEnv.SampleDeck(seed: 2); var deckB1 = HeadlessEngineEnv.SampleDeck(seed: 3); var deckB2 = HeadlessEngineEnv.SampleDeck(seed: 4); var engineA = new SessionBattleEngine(); var engineB = new SessionBattleEngine(); engineA.Setup(masterSeed: 111, deckA1, deckA2, seatAClass: 1, seatBClass: 2); engineB.Setup(masterSeed: 222, deckB1, deckB2, seatAClass: 5, seatBClass: 7); var taskA = Task.Run(() => DriveBasicTurns(engineA)); var taskB = Task.Run(() => DriveBasicTurns(engineB)); await Task.WhenAll(taskA, taskB); Assert.That(engineA.LeaderLife(true), Is.EqualTo(20)); Assert.That(engineB.LeaderLife(true), Is.EqualTo(20)); Assert.That(engineA.Pp(true), Is.GreaterThanOrEqualTo(0)); Assert.That(engineB.Pp(true), Is.GreaterThanOrEqualTo(0)); } [Test] public async Task StressN_RandomDecks_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(seed: 100 + i * 2), HeadlessEngineEnv.SampleDeck(seed: 101 + i * 2)); // Setup is process-globally serialized: a small set of decomp-origin static accumulators // (Wizard.LocalLog._lastTraceLogStringBuilder, etc.) is touched during BattleManagerBase ctor. // These are pre-existing non-thread-safe engine singletons orthogonal to the per-battle // ambient migration; serializing Setup keeps the test focused on what Task 8 actually proves // (per-battle STATE isolation), not on patching every decomp log accumulator. Drive the // engines in parallel afterward (the read seam — LeaderLife/Pp/HandCount — is what must // resolve through ambient cleanly). var engines = new SessionBattleEngine[n]; for (int i = 0; i < n; i++) { engines[i] = new SessionBattleEngine(); engines[i].Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB); } var parallel = await Task.WhenAll(engines.Select(e => Task.Run(() => { 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); } }