Files
SVSimServer/SVSim.BattleEngine.Tests/SequentialBattleTests.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00

55 lines
2.3 KiB
C#

#nullable enable
using NUnit.Framework;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests;
/// <summary>Confirms that constructing engine B after engine A has finished does not inherit
/// any leftover ambient/static state from engine A. Catches the static-not-cleared family of
/// bugs that the multi-instance Task.Run tests don't exercise (their scopes never overlap
/// AsyncLocal flow). Backstop for engine shim cleanup Task 5.</summary>
[TestFixture, NonParallelizable]
public class SequentialBattleTests
{
[OneTimeSetUp]
public void OneTimeSetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
[Test]
public void Sequential_SecondBattle_StartsCleanAfterFirstCompletes()
{
var engineA = new SessionBattleEngine();
engineA.Setup(masterSeed: 333, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
seatAClass: 1, seatBClass: 2);
_ = engineA.LeaderLife(true);
_ = engineA.Pp(true);
_ = engineA.HandCount(true);
// Drop engineA. No explicit Dispose today; we rely on scope-exit semantics in SessionBattleEngine.
// Now construct engine B in the same AppDomain.
var engineB = new SessionBattleEngine();
engineB.Setup(masterSeed: 444, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
seatAClass: 3, seatBClass: 4);
Assert.That(engineB.LeaderLife(true), Is.EqualTo(20),
"engineB starting life leaked from engineA — sequential static-state bug.");
Assert.That(engineB.Pp(true), Is.EqualTo(0));
Assert.That(engineB.HandCount(true), Is.EqualTo(0));
// Re-read engineA after engineB exists, to confirm engineB's setup didn't poison engineA's reads.
Assert.That(engineA.LeaderLife(true), Is.EqualTo(20),
"engineA reads changed after engineB.Setup — cross-contamination bug.");
}
[Test]
public void Sequential_ThirdBattle_AfterTwoCompletes_StillClean()
{
for (int i = 0; i < 3; i++)
{
var e = new SessionBattleEngine();
e.Setup(masterSeed: 500 + i, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck());
Assert.That(e.LeaderLife(true), Is.EqualTo(20));
Assert.That(e.Pp(true), Is.EqualTo(0));
}
}
}