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>
113 lines
7.0 KiB
C#
113 lines
7.0 KiB
C#
using System.Collections.Generic;
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using System.Reflection;
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using NUnit.Framework;
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using Wizard;
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using Wizard.Battle;
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namespace SVSim.BattleEngine.Tests
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{
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// M7 (the first card to prove follower DEATH / board-removal): a when_play TARGETED-DESTROY spell
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// resolves to correct authoritative state HEADLESS via the same IsForecast/IsRecovery +
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// ActionProcessor + selectedCards path M6 proved — but for the FIRST time exercising a mechanic
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// that REMOVES a card from the board. M2-M6 only ever ADDED to / mutated stats of cards already in
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// play; none proved the engine commits board REMOVAL inside the authoritative part of PlayCard
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// (rather than the cosmetic post-Process tail the prior docs flag). The new oracle dimension is
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// BOARD REMOVAL: with TWO followers on the enemy board and ONE passed as `selectedCards`, the
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// `destroy` must remove exactly the SELECTED follower (enemy board count -1, selected gone, landed
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// in the enemy CemeteryList) while leaving the un-selected follower on the board. The un-selected-
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// survives assertion is load-bearing the same way M4's delta-vs-base and M6's differential were:
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// it distinguishes "the destroy was routed to the selection" from "a blanket board wipe" — and is
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// confirmed by the routing already proven in M6 (the effect follows the selectedCards entry).
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[TestFixture]
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public class TargetedDestroySpellOracleTests
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{
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[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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private static void SetPrivateField(object obj, string name, object value)
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{
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var t = obj.GetType();
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var f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
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Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
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f.SetValue(obj, value);
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}
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[Test]
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public void Targeted_destroy_spell_removes_only_the_selected_enemy_follower()
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{
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BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
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var mgr = HeadlessEngineEnv.NewSeededSingleBattleMgr();
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mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
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var player = mgr.BattlePlayer;
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var enemy = mgr.BattleEnemy;
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// Minimal opponent/turn wiring (see M2-M6 oracles): opponent refs + active turn flag. The
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// destroy's target resolver walks player -> opponent -> opponent's in-play followers.
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SetPrivateField(player, "_opponentBattlePlayer", enemy);
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SetPrivateField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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// Seed leader life so neither leader reads as a 0-life game-over state (blocks plays, M3).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Put TWO vanilla followers on the ENEMY board (the M6 setup). destroy is unconditional, so
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// their stats are irrelevant — distinct ids only so the selected vs un-selected can't be
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// confused. The selected one is destroyed; the un-selected one must survive.
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var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyTargetFollowerId, 0, isPlayer: false);
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var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyOtherFollowerId, 1, isPlayer: false);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DestroySpellId);
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// Place the targeted-destroy spell in the active player's hand with PP to spare.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DestroySpellId, 1, isPlayer: true, mgr);
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player.HandCardList.Add(card);
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player.Pp = 10;
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// Pre-state snapshot.
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int ppBefore = player.Pp;
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int handBefore = player.HandCardList.Count;
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int playerInplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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int enemyCemeteryBefore = enemy.CemeteryList.Count;
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int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine, passing the chosen target via selectedCards.
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var pair = mgr.GetBattlePlayerPair(isPlayer: true);
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var ap = new ActionProcessor(pair);
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Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List<BattleCardBase> { selected }),
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"ActionProcessor.PlayCard threw on a targeted-destroy spell");
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// Oracle: board removal is the new M7 dimension; the rest are the §5 spell-shaped invariants.
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Assert.Multiple(() =>
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{
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// PRIMARY M7 assertions: the SELECTED follower is removed from the enemy board...
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Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
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"selected follower still on the enemy board (destroy did not remove it)");
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
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"enemy board count not -1 (a destroy did not commit, or hit the wrong number of cards)");
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// ...and it landed in the enemy's CemeteryList (the engine's destroy/death path).
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Assert.That(enemy.CemeteryList, Contains.Item(selected),
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"destroyed follower not in the enemy CemeteryList");
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Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
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"enemy cemetery count not +1");
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// ...while the UN-SELECTED follower stays on the board (proves routing, not a board wipe).
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Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(unselected),
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"un-selected follower was destroyed (effect not routed to the selection)");
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// Leader untouched (destroy targets a follower, not the face).
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
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"opponent leader life changed (destroy hit the leader, not the selected follower)");
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// Cost paid.
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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// Spell leaves hand and (being a spell) does NOT occupy the board.
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Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
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Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
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Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
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});
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}
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}
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}
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