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>
42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using NUnit.Framework;
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using SVSim.BattleEngine.Rng;
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using Wizard.BattleMgr;
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namespace SVSim.BattleEngine.Tests
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{
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// M13 step 1 (the M2 ConstructionProbe pattern): can a NetworkBattleManagerBase-derived mgr be
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// built headless at all? NetworkBattleManagerSetup constructs NetworkTouchControl(this,
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// _battleCamera, _backGround) + RegisterActionManager + OperateReceive — the largest new shim
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// surface since M5's prefab path. Isolate "ctor runs" before any play is driven.
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[TestFixture]
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public class NetworkMgrConstructionProbeTests : NetworkEmitFixtureBase
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{
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private TestBattleScope _scope;
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[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
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[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
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[Test]
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public void HeadlessNetworkBattleMgr_constructs_headless()
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{
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Assert.DoesNotThrow(() =>
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{
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var mgr = new HeadlessNetworkBattleMgr(new HeadlessContentsCreator());
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_scope.Ctx.Mgr = mgr;
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Assert.That(mgr, Is.Not.Null);
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});
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}
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[Test]
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public void OnEmit_capture_seam_is_wired_via_injected_agent()
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{
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var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle();
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_scope.Ctx.Mgr = mgr;
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Assert.That(mgr, Is.Not.Null);
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Assert.That(Wizard.ToolboxGame.RealTimeNetworkAgent, Is.Not.Null,
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"agent must be injected so NetworkBattleSender's ToolboxGame.RealTimeNetworkAgent.* calls resolve");
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Assert.That(emitted, Is.Empty, "no emit yet — only the seam is wired");
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}
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}
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}
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