Files
SVSimServer/SVSim.BattleEngine.Tests/RandomDrawOracleTests.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

80 lines
4.0 KiB
C#

using System.Linq;
using NUnit.Framework;
using SVSim.BattleEngine.Rng;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M12: the first card whose outcome is a GENUINE RNG roll. The M9 draw spell over a 3-card deck with
// IsRandomDraw=true selects via SkillRandomSelectFilter -> GetIns().StableRandom(poolCount), which
// HeadlessBattleMgr routes to the injected ScriptedRandomSource. The oracle asserts the engine drew
// EXACTLY the card the scripted roll selects, and (load-bearing) that the pick TRACKS the script:
// a different scripted unit draws a different card. This is the multi-outcome roll M9's one-card pool
// deliberately neutralized — it requires the F2 decoupling (real rolls under IsForecast) AND the
// IsRandomDraw=true second gate, both delivered by NewAuthoritativeBattle.
[TestFixture]
public class RandomDrawOracleTests
{
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
[TearDown]
public void ResetRandomDrawGate()
{
// NewAuthoritativeBattle sets BattleManagerBase.IsRandomDraw = true on the mgr; the static
// setter now no-ops without a mgr in scope (Phase-5 chunk 46), so this reset became a
// per-mgr concern rather than a global fixture-hygiene one. Kept for symmetry.
BattleManagerBase.IsRandomDraw = false;
}
// Draw with a single scripted unit; return (drawnCardId, deckCountAfter). The deck is seeded with
// three distinguishable cards at indices 2,3,4 -> Index-order positions 0,1,2 map to
// RngDeckCardA/B/C. The draw makes one StableRandom(3) call -> index = floor(3*unit).
private (int drawnId, int deckAfter) DrawWith(double unit)
{
var mgr = HeadlessEngineEnv.NewAuthoritativeBattle(new ScriptedRandomSource(new[] { unit }));
var player = mgr.BattlePlayer;
HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardA, index: 2, isPlayer: true);
HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardB, index: 3, isPlayer: true);
HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardC, index: 4, isPlayer: true);
var spell = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.RngDrawSpellId, 1, isPlayer: true, mgr);
player.HandCardList.Add(spell);
player.Pp = 10;
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(spell, selectedCards: null), "PlayCard threw on the random draw");
// The drawn card is the new hand entry that is not the spell.
var drawn = player.HandCardList.Single(c => c.CardId != HeadlessEngineEnv.RngDrawSpellId);
return (drawn.CardId, player.DeckCardList.Count);
}
[Test]
public void Random_draw_picks_the_scripted_card()
{
// unit 0.5 -> floor(3*0.5)=1 -> Index-order position 1 -> RngDeckCardB.
var (drawnId, deckAfter) = DrawWith(0.5);
Assert.Multiple(() =>
{
Assert.That(drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardB),
"scripted roll 0.5 should draw the middle (Index-order position 1) deck card");
Assert.That(deckAfter, Is.EqualTo(2), "deck should be 3 -> 2 after drawing one");
});
}
[Test]
public void Random_draw_pick_tracks_the_scripted_roll()
{
// Load-bearing: varying the scripted unit must move the pick across all three positions.
// floor(3*0.0)=0 -> A ; floor(3*0.5)=1 -> B ; floor(3*0.9)=2 -> C.
Assert.That(DrawWith(0.0).drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardA), "0.0 -> position 0");
Assert.That(DrawWith(0.5).drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardB), "0.5 -> position 1");
Assert.That(DrawWith(0.9).drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardC), "0.9 -> position 2");
}
}
}