Step 1 of the engine multi-instancing migration. Standalone infrastructure; no engine static reads/writes through it yet. Scope is reentrant (restores prior on dispose), AsyncLocal flows across awaits, and isolated between concurrent Task.Run flows. See docs/superpowers/specs/2026-06-07-engine-multi-instancing-design.md. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
85 lines
2.5 KiB
C#
85 lines
2.5 KiB
C#
#nullable enable
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using SVSim.BattleEngine.Ambient;
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using NUnit.Framework;
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using System.Threading.Tasks;
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namespace SVSim.BattleEngine.Tests;
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[TestFixture, Parallelizable(ParallelScope.Self)]
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public class BattleAmbientTests
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{
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[Test]
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public void Current_IsNull_WhenNoScope()
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{
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Assert.That(BattleAmbient.Current, Is.Null);
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}
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[Test]
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public void Require_Throws_WhenNoScope()
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{
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Assert.Throws<System.InvalidOperationException>(() => BattleAmbient.Require());
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}
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[Test]
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public void Enter_SetsCurrent_RestoresOnDispose()
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{
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var ctx = new BattleAmbientContext { ViewerId = 42 };
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Assert.That(BattleAmbient.Current, Is.Null);
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using (var _ = BattleAmbient.Enter(ctx))
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{
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Assert.That(BattleAmbient.Current, Is.SameAs(ctx));
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Assert.That(BattleAmbient.Require().ViewerId, Is.EqualTo(42));
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}
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Assert.That(BattleAmbient.Current, Is.Null);
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}
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[Test]
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public void Enter_Nested_RestoresPriorOnDispose()
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{
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var outer = new BattleAmbientContext { ViewerId = 1 };
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var inner = new BattleAmbientContext { ViewerId = 2 };
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using (var _o = BattleAmbient.Enter(outer))
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{
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Assert.That(BattleAmbient.Current!.ViewerId, Is.EqualTo(1));
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using (var _i = BattleAmbient.Enter(inner))
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{
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Assert.That(BattleAmbient.Current!.ViewerId, Is.EqualTo(2));
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}
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Assert.That(BattleAmbient.Current!.ViewerId, Is.EqualTo(1));
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}
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}
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[Test]
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public async Task Enter_FlowsAcrossAwait()
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{
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var ctx = new BattleAmbientContext { ViewerId = 99 };
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using (var _ = BattleAmbient.Enter(ctx))
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{
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await Task.Yield();
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Assert.That(BattleAmbient.Current, Is.SameAs(ctx));
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}
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}
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[Test]
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public async Task Enter_IsolatedBetweenConcurrentTasks()
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{
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var ctxA = new BattleAmbientContext { ViewerId = 100 };
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var ctxB = new BattleAmbientContext { ViewerId = 200 };
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var taskA = Task.Run(async () => {
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using var _ = BattleAmbient.Enter(ctxA);
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await Task.Delay(20);
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return BattleAmbient.Current!.ViewerId;
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});
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var taskB = Task.Run(async () => {
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using var _ = BattleAmbient.Enter(ctxB);
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await Task.Delay(20);
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return BattleAmbient.Current!.ViewerId;
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});
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var results = await Task.WhenAll(taskA, taskB);
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Assert.That(results[0], Is.EqualTo(100));
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Assert.That(results[1], Is.EqualTo(200));
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}
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}
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