Files
SVSimServer/SVSim.BattleEngine.Tests/TargetedDestroySpellOracleTests.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

113 lines
7.0 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M7 (the first card to prove follower DEATH / board-removal): a when_play TARGETED-DESTROY spell
// resolves to correct authoritative state HEADLESS via the same IsForecast/IsRecovery +
// ActionProcessor + selectedCards path M6 proved — but for the FIRST time exercising a mechanic
// that REMOVES a card from the board. M2-M6 only ever ADDED to / mutated stats of cards already in
// play; none proved the engine commits board REMOVAL inside the authoritative part of PlayCard
// (rather than the cosmetic post-Process tail the prior docs flag). The new oracle dimension is
// BOARD REMOVAL: with TWO followers on the enemy board and ONE passed as `selectedCards`, the
// `destroy` must remove exactly the SELECTED follower (enemy board count -1, selected gone, landed
// in the enemy CemeteryList) while leaving the un-selected follower on the board. The un-selected-
// survives assertion is load-bearing the same way M4's delta-vs-base and M6's differential were:
// it distinguishes "the destroy was routed to the selection" from "a blanket board wipe" — and is
// confirmed by the routing already proven in M6 (the effect follows the selectedCards entry).
[TestFixture]
public class TargetedDestroySpellOracleTests
{
[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 Targeted_destroy_spell_removes_only_the_selected_enemy_follower()
{
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-M6 oracles): opponent refs + active turn flag. The
// destroy's target resolver walks player -> opponent -> opponent's in-play followers.
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
// Seed leader life so neither leader reads as a 0-life game-over state (blocks plays, M3).
HeadlessEngineEnv.InitLeaderLife(mgr);
// Put TWO vanilla followers on the ENEMY board (the M6 setup). destroy is unconditional, so
// their stats are irrelevant — distinct ids only so the selected vs un-selected can't be
// confused. The selected one is destroyed; the un-selected one must survive.
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyTargetFollowerId, 0, isPlayer: false);
var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyOtherFollowerId, 1, isPlayer: false);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DestroySpellId);
// Place the targeted-destroy spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DestroySpellId, 1, isPlayer: true, mgr);
player.HandCardList.Add(card);
player.Pp = 10;
// Pre-state snapshot.
int ppBefore = player.Pp;
int handBefore = player.HandCardList.Count;
int playerInplayBefore = player.ClassAndInPlayCardList.Count;
int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
int enemyCemeteryBefore = enemy.CemeteryList.Count;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen target via selectedCards.
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List<BattleCardBase> { selected }),
"ActionProcessor.PlayCard threw on a targeted-destroy spell");
// Oracle: board removal is the new M7 dimension; the rest are the §5 spell-shaped invariants.
Assert.Multiple(() =>
{
// PRIMARY M7 assertions: the SELECTED follower is removed from the enemy board...
Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
"selected follower still on the enemy board (destroy did not remove it)");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
"enemy board count not -1 (a destroy did not commit, or hit the wrong number of cards)");
// ...and it landed in the enemy's CemeteryList (the engine's destroy/death path).
Assert.That(enemy.CemeteryList, Contains.Item(selected),
"destroyed follower not in the enemy CemeteryList");
Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
"enemy cemetery count not +1");
// ...while the UN-SELECTED follower stays on the board (proves routing, not a board wipe).
Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(unselected),
"un-selected follower was destroyed (effect not routed to the selection)");
// Leader untouched (destroy targets a follower, not the face).
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (destroy hit the leader, not the selected follower)");
// Cost paid.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// Spell leaves hand and (being a spell) does NOT occupy the board.
Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
});
}
}
}