Files
SVSimServer/SVSim.BattleEngine.Tests/RngSeamTests.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

106 lines
5.4 KiB
C#

using System;
using NUnit.Framework;
using SVSim.BattleEngine.Rng;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
[TestFixture]
public class RngSeamTests
{
private TestBattleScope _scope;
[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
// RandomSourceBridge.Range must mirror the engine's exact roll arithmetic:
// BattleManagerBase.StableRandom does `(int)Math.Floor((double)val * unit)`.
[Test]
public void Bridge_Range_mirrors_engine_floor_arithmetic()
{
Assert.That(RandomSourceBridge.Range(7, 0.0), Is.EqualTo(0)); // floor(7*0) = 0
Assert.That(RandomSourceBridge.Range(7, 0.999), Is.EqualTo(6)); // floor(6.993) = 6 (never == val)
Assert.That(RandomSourceBridge.Range(3, 0.5), Is.EqualTo(1)); // floor(1.5) = 1 (middle of 3)
Assert.That(RandomSourceBridge.Range(1, 0.5), Is.EqualTo(0)); // floor(0.5) = 0
}
// SeededRandomSource(seed) must reproduce the engine's own generators EXACTLY: BattleManagerBase
// seeds both _stableRandom and _stableRandomOnlySelf as `new System.Random(RandomSeed)`
// (BattleManagerBase.cs:721-722). NextUnit() == synced.NextDouble(); NextSelf(max) == self.Next(max).
[Test]
public void SeededSource_reproduces_two_System_Random_streams()
{
const int seed = 12345;
var src = new SeededRandomSource(seed);
var refSynced = new System.Random(seed); // mirrors _stableRandom
var refSelf = new System.Random(seed); // mirrors _stableRandomOnlySelf (separate stream)
for (int i = 0; i < 8; i++)
Assert.That(src.NextUnit(), Is.EqualTo(refSynced.NextDouble()), $"NextUnit drift at {i}");
for (int i = 0; i < 8; i++)
Assert.That(src.NextSelf(100), Is.EqualTo(refSelf.Next(100)), $"NextSelf drift at {i}");
}
// ScriptedRandomSource feeds a known sequence (the oracle's control + the Phase-3 replay seam).
// It MUST throw on overrun, not wrap: an unexpected extra roll should fail loudly so a test
// surfaces a miscount of engine RNG calls rather than silently reusing a value.
[Test]
public void ScriptedSource_returns_sequence_then_throws_on_overrun()
{
var src = new ScriptedRandomSource(new[] { 0.1, 0.5 }, new[] { 3 });
Assert.That(src.NextUnit(), Is.EqualTo(0.1));
Assert.That(src.NextUnit(), Is.EqualTo(0.5));
Assert.That(() => src.NextUnit(), Throws.InvalidOperationException, "should throw on unit overrun");
Assert.That(src.NextSelf(99), Is.EqualTo(3));
Assert.That(() => src.NextSelf(99), Throws.InvalidOperationException, "should throw on self overrun");
}
// The decoupling (F2): the override must roll REAL values even though IsForecast == true (which
// forces the un-overridden engine methods to return 0). A ScriptedRandomSource proves the value
// came from the injected source, not the engine's zeroing.
[Test]
public void Override_rolls_real_values_under_IsForecast()
{
BattleManagerBase.IsForecast = true; // would zero the un-overridden engine RNG
// 3 units; with RandomSourceBridge.Range(val, unit) = floor(val*unit):
// StableRandom(7) with 0.5 -> floor(3.5) = 3
// StableRandomDouble() -> 0.25
// StableRandomOnlySelf(10) -> scripted self pick 4
var src = new ScriptedRandomSource(new[] { 0.5, 0.25 }, new[] { 4 });
var mgr = new HeadlessBattleMgr(new HeadlessContentsCreator(), src);
_scope.Ctx.Mgr = mgr;
Assert.That(mgr.StableRandom(7), Is.EqualTo(3), "StableRandom did not use the injected source");
Assert.That(mgr.randomResult, Is.EqualTo(0.5), "StableRandom must set randomResult to the rolled unit");
Assert.That(mgr.StableRandomDouble(), Is.EqualTo(0.25), "StableRandomDouble did not use the injected source");
Assert.That(mgr.randomResult, Is.EqualTo(0.25), "StableRandomDouble must set randomResult");
Assert.That(mgr.StableRandomOnlySelf(10), Is.EqualTo(4), "StableRandomOnlySelf did not use the injected source");
}
// Parity: with the DEFAULT (seeded) source, HeadlessBattleMgr.StableRandom must equal what the
// verbatim engine would compute — floor(val * new System.Random(seed).NextDouble()) — pinning the
// re-authored RandomSourceBridge arithmetic to the engine's own formula+generator. (The default
// source seeds from HeadlessContentsCreator.RandomSeed == 12345.)
[Test]
public void Default_source_matches_engine_generator_and_formula()
{
BattleManagerBase.IsForecast = true;
var mgr = new HeadlessBattleMgr(new HeadlessContentsCreator()); // default SeededRandomSource(12345)
_scope.Ctx.Mgr = mgr;
var reference = new System.Random(12345);
for (int i = 0; i < 10; i++)
{
int expected = (int)System.Math.Floor(7 * reference.NextDouble());
Assert.That(mgr.StableRandom(7), Is.EqualTo(expected), $"parity drift at roll {i}");
}
}
}
}