Files
SVSimServer/SVSim.BattleEngine.Tests/DrawSpellOracleTests.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

121 lines
7.1 KiB
C#

using System.Linq;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M9 (the §5 draw oracle): a when_play DRAW spell resolves to correct authoritative state HEADLESS
// via the same IsForecast/IsRecovery + ActionProcessor path M2-M8 proved. The NEW oracle dimension
// is the HAND/DECK DELTA — the deck->hand transfer no prior milestone read: M3/M4/M6/M8 moved
// stats, M2/M5/M7 the board, M3 the leader. The spell's `draw 1` must pull the single seeded deck
// card into the caster's hand (deck -1, that exact card now in hand) while the spell itself pays
// its cost and leaves to the cemetery.
//
// RNG is neutralized structurally (see HeadlessEngineEnv.DrawSpellId): every real draw selects from
// the deck via a `random_count` filter, so the deck is seeded with EXACTLY ONE known card — a
// single-card pool makes `random_count=1` deterministic regardless of the RandomSeed. This rides
// the M5 prefab card-creation path (the deck card is engine-created off the null-view seam) the same
// way the summon-token milestone did.
[TestFixture]
public class DrawSpellOracleTests
{
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
private static void SetPrivateField(object obj, string name, object value)
{
var t = obj.GetType();
var f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
f.SetValue(obj, value);
}
[Test]
public void Draw_spell_moves_the_seeded_deck_card_into_hand()
{
BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
var mgr = HeadlessEngineEnv.NewSeededSingleBattleMgr();
mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
var player = mgr.BattlePlayer;
var enemy = mgr.BattleEnemy;
// Minimal opponent/turn wiring (see M2-M8 oracles): opponent refs + active turn flag. The
// draw resolves onto the active player's own hand/deck (the skill filter is character=me).
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
// Seed leader life: this spell deals no damage, but the play-legality gate still rejects a
// play when a leader reads as a 0-life game-over state (M3 learning).
HeadlessEngineEnv.InitLeaderLife(mgr);
// Seed the card-template prefabs the internal (createNullView:false) creation path clones —
// the draw VFX touches the drawn card's view layer, so keep the M5 prefab surface available.
HeadlessEngineEnv.InitCardTemplates(mgr);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DrawSpellId);
// Seed EXACTLY ONE known card on the caster's deck (forces the random_count=1 selection),
// and place the draw spell in hand with PP to spare.
var deckCard = HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.DeckSeedCardId, index: 2, isPlayer: true);
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DrawSpellId, 1, isPlayer: true, mgr);
player.HandCardList.Add(card);
player.Pp = 10;
// Pre-state snapshot.
int ppBefore = player.Pp;
int handBefore = player.HandCardList.Count;
int deckBefore = player.DeckCardList.Count;
int cemeteryBefore = player.CemeteryList.Count;
int playerInplayBefore = player.ClassAndInPlayCardList.Count;
int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
// Sanity: the to-be-drawn card starts in the deck, not the hand.
Assert.That(player.DeckCardList, Does.Contain(deckCard), "seeded card not in deck pre-play");
Assert.That(player.HandCardList, Does.Not.Contain(deckCard), "seeded card already in hand pre-play");
// Resolve the play through the real engine.
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
"ActionProcessor.PlayCard threw on a draw spell");
// Oracle: the deck->hand transfer is the new M9 dimension; the rest are the §5 spell-shaped
// invariants proven by M3.
Assert.Multiple(() =>
{
// Primary M9 assertion: the seeded deck card moved into the caster's hand...
Assert.That(player.HandCardList, Does.Contain(deckCard),
"drawn card did not land in hand");
Assert.That(player.HandCardList.Any(c => c.CardId == HeadlessEngineEnv.DeckSeedCardId), Is.True,
"no card with the seeded id is in hand");
// ...and left the deck (deck -1, down to empty here).
Assert.That(player.DeckCardList, Does.Not.Contain(deckCard), "drawn card still in deck");
Assert.That(player.DeckCardList.Count, Is.EqualTo(deckBefore - 1), "deck count not -1");
// The drawn card is the engine's OWN seeded deck object, not a fresh creation.
Assert.That(deckCard.IsInHand, Is.True, "drawn card not marked in-hand");
// The spell itself: pays exactly its cost...
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// ...leaves the hand (it is consumed, the drawn card replaces it -> net hand count flat)...
Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore), "hand count changed (spell -1 + draw +1 should net flat)");
// ...resolves to the cemetery (a spell is not a follower; it never occupies the board).
Assert.That(player.CemeteryList, Does.Contain(card), "spell did not resolve to the cemetery");
Assert.That(player.CemeteryList.Count, Is.EqualTo(cemeteryBefore + 1), "cemetery count not +1");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(deckCard), "drawn card wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
// Opponent untouched (the draw is character=me).
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
});
}
}
}