Files
SVSimServer/SVSim.BattleEngine.Tests/SessionEngine/SessionEngineConstructionTests.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

70 lines
3.7 KiB
C#

using System.Linq;
using NUnit.Framework;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests.SessionEngine
{
[TestFixture]
public class SessionEngineConstructionTests
{
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
[Test]
public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup()
{
var engine = new SessionBattleEngine();
Assert.That(engine.IsReady, Is.False);
}
[Test]
public void Setup_builds_two_seat_network_battle_headless()
{
// Load every card id the two test decks reference so CardMaster can resolve them.
var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40
var deckB = Enumerable.Repeat(100011010L, 40).ToList();
HeadlessCardMaster.Load(100011010);
var engine = new SessionBattleEngine();
Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
Assert.That(engine.IsReady, Is.True);
}
[Test]
public void Receive_one_playactions_resolves_headless()
{
// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test
// predates the M-HC-0b view-untangle: before it, the receive conductor resolved NOTHING
// headless (every InstantVfx the conductor fused the mutation into was no-op'd by the shared
// VfxMgr, and OperateReceive.OnReceiveDeal was never wired), so a play "ingested" without
// touching state and trivially did not reject. Now the conductor RESOLVES (HeadlessConductor
// VfxMgr runs the InstantVfx; the deal seats the hand). This test feeds the first captured
// `send PlayActions` WITHOUT first replaying the capture's Deal/mulligan, so the played card
// is not in the seated hand and the now-live resolution correctly rejects
// (RemoveSpellCardFromHand: not found). Replaying the capture's Deal first does NOT fix it:
// the seated deck order can't reproduce the capture's post-mulligan idx references (the
// documented capture-replay draw-misalignment artifact — see memory
// project_battle_headless_conductor: "validate via node-native battles"). The valid headless
// play oracle is now HeadlessConductorTests.Vanilla_play_resolves_on_engine_state_headless.
Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
"draw-misalignment makes a captured play unresolvable against a node-seated deck; the " +
"node-native harness is the post-M-HC-0b oracle. Revive if capture-replay alignment lands.");
var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
var deck = CaptureReplay.SelfDeckFrom(cl1);
// Load ALL deck ids in ONE call: HeadlessCardMaster.Load replaces the static CardMaster each
// call, so a per-id loop would leave only the last card resolvable.
HeadlessCardMaster.Load(deck.Select(x => (int)x).Distinct().ToArray());
var engine = new SessionBattleEngine();
engine.Setup(CaptureReplay.SeedFrom(cl1), seatADeck: deck, seatBDeck: deck);
var firstPlay = cl1.First(f => f.Direction == "send" && f.Uri == "PlayActions");
var result = engine.Receive(firstPlay.Env, isPlayerSeat: true);
Assert.That(result.RejectReason, Is.Null, $"ingest threw/rejected: {result.RejectReason}");
Assert.That(result.Accepted, Is.True);
}
}
}