Files
SVSimServer/SVSim.BattleEngine.Tests/EmitPathReadOracleTests.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

67 lines
3.6 KiB
C#

using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M13 (hub O1, deterministic): the first headless observation of the EMIT path. Drive the proven M3
// fixed-damage spell (900124030) through mgr.OperateMgr.PlayCard on a NetworkBattleManagerBase-derived
// mgr and confirm the engine reaches its emission path (RealTimeNetworkAgent.OnEmit fires PlayActions)
// without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle.
// Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred.
[TestFixture]
public class EmitPathReadOracleTests : NetworkEmitFixtureBase
{
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
// The process-global reset (IsForecast=true + clear injected agent) now lives in the shared
// NetworkEmitFixtureBase.ResetNetworkEmitGlobals [TearDown], inherited here — see that file
// for why the leak matters.
[Test]
public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing()
{
var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle();
var player = mgr.BattlePlayer;
var enemy = mgr.BattleEnemy;
int leaderLifeBefore = enemy.Class.Life;
var spell = HeadlessEngineEnv.CreateHeadlessHandCard(
HeadlessEngineEnv.SpellId, index: 1, isPlayer: true, mgr);
player.HandCardList.Add(spell);
int cost = spell.Cost;
player.Pp = 10;
Assert.DoesNotThrow(
() => mgr.OperateMgr.PlayCard(spell, isPlayer: true, selectCards: null),
"OperateMgr.PlayCard threw driving the M3 spell through the emit path");
Assert.Multiple(() =>
{
// Emit reached: OnEmit fired with PlayActions (the O1 liveness signal).
Assert.That(emitted, Does.Contain(NetworkBattleDefine.NetworkBattleURI.PlayActions),
"the engine did not reach a PlayActions emit");
// State intact vs the M3 direct-path oracle.
Assert.That(enemy.Class.Life, Is.EqualTo(leaderLifeBefore - 3), "enemy leader should take 3");
Assert.That(player.Pp, Is.EqualTo(10 - cost), "PP should be paid");
Assert.That(player.HandCardList, Does.Not.Contain(spell), "spell should leave the hand");
Assert.That(player.CemeteryList, Does.Contain(spell), "spell should land in the cemetery");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(spell), "a spell does not occupy the board");
});
// Best-effort (F-E-7): with CurrentMatchingStatus seeded non-Disconnected (NewNetworkEmitBattle),
// the flow reaches stockEmitMessageMgr.StockData(info); read it back. If the stock machinery is
// not drivable headless this milestone, this assertion is DEFERRED to structural validation
// (spec §6) — the OnEmit + no-throw + state checks above are the decisive O1 read on their own.
var agent = mgr.InstanceNetworkAgent; // Phase-5 chunk 41: was Wizard.ToolboxGame.RealTimeNetworkAgent
var stocked = HeadlessEngineEnv.TryReadStockedEmitData(agent); // returns null if unreachable
if (stocked != null)
Assert.That(stocked, Is.Not.Empty, "the emitted dict should be stocked non-empty");
else
Assert.Inconclusive("payload-presence DEFERRED: stock-sequencer not drivable headless (spec §6)");
}
}
}