Files
SVSimServer/SVSim.BattleEngine.Tests/EmitPathReadOracleTests.cs
gamer147 8af1be6555 test(engine-ambient): TestBattleScope + HeadlessFixture split for multi-instance
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>
2026-06-07 22:24:21 -04:00

70 lines
3.7 KiB
C#

using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M13 (hub O1, deterministic): the first headless observation of the EMIT path. Drive the proven M3
// fixed-damage spell (900124030) through mgr.OperateMgr.PlayCard on a NetworkBattleManagerBase-derived
// mgr and confirm the engine reaches its emission path (RealTimeNetworkAgent.OnEmit fires PlayActions)
// without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle.
// Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred.
[TestFixture]
public class EmitPathReadOracleTests : NetworkEmitFixtureBase
{
private TestBattleScope _scope;
[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
// The process-global reset (IsForecast=true + clear injected agent) now lives in the shared
// NetworkEmitFixtureBase.ResetNetworkEmitGlobals [TearDown], inherited here — see that file
// for why the leak matters.
[Test]
public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing()
{
var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle();
_scope.Ctx.Mgr = mgr;
var player = mgr.BattlePlayer;
var enemy = mgr.BattleEnemy;
int leaderLifeBefore = enemy.Class.Life;
var spell = HeadlessEngineEnv.CreateHeadlessHandCard(
HeadlessEngineEnv.SpellId, index: 1, isPlayer: true, mgr);
player.HandCardList.Add(spell);
int cost = spell.Cost;
player.Pp = 10;
Assert.DoesNotThrow(
() => mgr.OperateMgr.PlayCard(spell, isPlayer: true, selectCards: null),
"OperateMgr.PlayCard threw driving the M3 spell through the emit path");
Assert.Multiple(() =>
{
// Emit reached: OnEmit fired with PlayActions (the O1 liveness signal).
Assert.That(emitted, Does.Contain(NetworkBattleDefine.NetworkBattleURI.PlayActions),
"the engine did not reach a PlayActions emit");
// State intact vs the M3 direct-path oracle.
Assert.That(enemy.Class.Life, Is.EqualTo(leaderLifeBefore - 3), "enemy leader should take 3");
Assert.That(player.Pp, Is.EqualTo(10 - cost), "PP should be paid");
Assert.That(player.HandCardList, Does.Not.Contain(spell), "spell should leave the hand");
Assert.That(player.CemeteryList, Does.Contain(spell), "spell should land in the cemetery");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(spell), "a spell does not occupy the board");
});
// Best-effort (F-E-7): with CurrentMatchingStatus seeded non-Disconnected (NewNetworkEmitBattle),
// the flow reaches stockEmitMessageMgr.StockData(info); read it back. If the stock machinery is
// not drivable headless this milestone, this assertion is DEFERRED to structural validation
// (spec §6) — the OnEmit + no-throw + state checks above are the decisive O1 read on their own.
var agent = Wizard.ToolboxGame.RealTimeNetworkAgent;
var stocked = HeadlessEngineEnv.TryReadStockedEmitData(agent); // returns null if unreachable
if (stocked != null)
Assert.That(stocked, Is.Not.Empty, "the emitted dict should be stocked non-empty");
else
Assert.Inconclusive("payload-presence DEFERRED: stock-sequencer not drivable headless (spec §6)");
}
}
}