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>
99 lines
5.2 KiB
C#
99 lines
5.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests.SessionEngine
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{
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[TestFixture]
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public class SessionEngineShadowReplayTests
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{
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[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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// Frames that are transport/keepalive, not game actions — not ingested.
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private static readonly HashSet<string> SkipUris = new()
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{
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nameof(NetworkBattleUri.Echo),
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nameof(NetworkBattleUri.ChatStamp),
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nameof(NetworkBattleUri.Gungnir),
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};
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[Test]
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public void Shadow_replay_of_captured_battle_tracks_state_without_desync()
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{
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// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test's
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// "0 rejects" used to pass VACUOUSLY: before the M-HC-0b view-untangle the receive conductor
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// resolved NOTHING headless (InstantVfx mutations no-op'd; OnReceiveDeal unwired), so no
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// captured frame could diverge because none was applied. The retracted "shadow tracks the
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// capture" claim is documented in memory project_battle_node_engine_shadow / _headless_conductor.
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// Now that the conductor RESOLVES, replaying a captured stream against a node-seated deck hits
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// the documented capture-replay draw-misalignment: the seated deck order can't reproduce the
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// capture's post-mulligan idx references, so played cards aren't in the seated hand
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// (HandCardToField/RemoveSpellCardFromHand: not found). The decision (memory
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// project_battle_headless_conductor) is to validate headless resolution via NODE-NATIVE
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// battles, not capture replay. The node-native oracle now covers Deal+Play.
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Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
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"against a node-seated deck hits the documented draw-misalignment artifact once the " +
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"receive path actually resolves. Revive if a capture-replay alignment path lands.");
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson");
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var deckA = CaptureReplay.SelfDeckFrom(cl1);
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var deckB = CaptureReplay.SelfDeckFrom(cl2);
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// One Load call with every id — Load replaces the static master each call.
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HeadlessCardMaster.Load(deckA.Concat(deckB).Select(x => (int)x).Distinct().ToArray());
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var engine = new SessionBattleEngine();
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engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
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// Single-client full-stream replay (cl1 as the player seat): cl1's SENT frames are its own
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// actions (seat=true); its RECEIVED frames are the opponent/server actions (seat=false),
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// incl. the Deal that establishes both hands. This is exactly the stream cl1's receiver
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// processed, in capture (ts) order. (The node-side both-clients-sends model is exercised
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// live in Task 7; here we validate engine tracking against ground truth.)
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var stream = cl1.Where(f => !SkipUris.Contains(f.Uri))
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.OrderBy(f => f.Ts)
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.ToList();
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var rejects = new List<string>();
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var violations = new List<string>();
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foreach (var f in stream)
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{
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bool seat = f.Direction == "send";
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var r = engine.Receive(f.Env, isPlayerSeat: seat);
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if (r.RejectReason is not null)
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rejects.Add($"{f.Direction} {f.Uri}: {r.RejectReason}");
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if (f.Uri == nameof(NetworkBattleUri.TurnEnd))
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CheckInvariants(engine, violations, atUri: f.Uri);
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}
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foreach (var line in rejects) TestContext.WriteLine("REJECT " + line);
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foreach (var line in violations) TestContext.WriteLine("VIOLATION " + line);
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TestContext.WriteLine($"frames={stream.Count} rejects={rejects.Count} violations={violations.Count}");
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Assert.Multiple(() =>
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{
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Assert.That(rejects, Is.Empty, "engine diverged / rejected a captured frame");
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Assert.That(violations, Is.Empty, "engine state left a structural invariant");
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});
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}
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private static void CheckInvariants(SessionBattleEngine engine, List<string> violations, string atUri)
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{
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foreach (var seat in new[] { true, false })
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{
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int life = engine.LeaderLife(seat), pp = engine.Pp(seat);
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int board = engine.BoardCount(seat), hand = engine.HandCount(seat);
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if (life is < 0 or > 20) violations.Add($"{atUri} seat={seat} life={life}");
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if (pp is < 0 or > 10) violations.Add($"{atUri} seat={seat} pp={pp}");
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if (board is < 0 or > 7) violations.Add($"{atUri} seat={seat} board={board}");
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if (hand is < 0 or > 9) violations.Add($"{atUri} seat={seat} hand={hand}");
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}
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}
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}
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}
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