Files
SVSimServer/SVSim.BattleEngine.Tests/DynamicValueSpellOracleTests.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

140 lines
9.2 KiB
C#

using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M10 (the first DYNAMIC `{}`-VALUE card — the first deliberate step beyond the four §5-named
// oracle dimensions M2-M9 closed): a when_play spell whose effect MAGNITUDE is COMPUTED by the
// engine from live game state, not carried as a literal. 112134010's sole skill is
// `when_play damage={me.play_count}-1` to units; the `{}` resolves
// (SkillOptionValue.ParseInt -> SkillFilterVariable.Parse -> SkillEnvironmentalPlayCount.Filtering)
// to `GetCurrentTurnPlayCount() - 1`. That GetCurrentTurnPlayCount() is the SAME per-turn counter
// M4 seeded via the public AddCurrentTrunPlayCount to drive a play_count GATE — M10 proves the seam
// also feeds the effect VALUE.
//
// The new oracle dimension over every prior milestone is the ENGINE-COMPUTED VALUE: the asserted
// damage is derived from the engine's OWN live play-count accessor (GetCurrentTurnPlayCount() - 1),
// never a hardcoded literal. Per memory project_battle_relay_nontargeted_effects, a state-derived
// value that the wire could NOT carry (spellboost cost) is exactly what desynced the PvP relay;
// proving the engine resolves a `{}` value headless is the direct validation that the port (not a
// relay) is the necessary path.
//
// Timing note (the M10 first-unknown, RESOLVED empirically by the first RED): the per-play
// auto-increment AddCurrentTrunPlayCount(1) lives in ActionProcessor's OnBeforePlayCard
// (BattlePlayerBase.cs:1400), which is subscribed by SetupActionProcessorEvent — and that is only
// called on the OperateMgr / Prediction / OperationSimulator paths, NOT on the direct
// `new ActionProcessor(pair).PlayCard` (DP4) path this harness uses. So the headless play does NOT
// self-bump the per-turn play count: the skill reads EXACTLY the seeded GetCurrentTurnPlayCount()
// and the damage == seeded - 1. (The first RED expected a +1 that this path never applies; the
// state-derived primary assertion below was right regardless, and the concrete pins were corrected
// to the observed no-bump behavior.)
[TestFixture]
public class DynamicValueSpellOracleTests
{
[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 Dynamic_damage_spell_deals_engine_computed_play_count_value()
{
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
// spell's target resolver walks player -> opponent -> opponent's in-play units; the
// `{me.play_count}` read keys on the active player's current turn.
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 ONE vanilla follower on the ENEMY board. The spell is `character=both` (AoE over both
// boards' units), but with no player-side units the only matched target is this enemy
// follower; its base life (13) exceeds any seeded play count so it SURVIVES -> clean
// life-delta read (no dependence on death/removal). card_type=unit excludes both leaders.
var target = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DynamicDamageTargetFollowerId, 0, isPlayer: false);
// Seed the live game state the `{}` value reads: the active player's current-turn play
// count. This is the M4 seam (AddCurrentTrunPlayCount), here driving the VALUE not a gate.
player.AddCurrentTrunPlayCount(HeadlessEngineEnv.DynamicSeededPlayCount);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DynamicDamageSpellId);
// Place the dynamic-value spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DynamicDamageSpellId, 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 targetLifeBefore = target.Life;
int playerLeaderLifeBefore = player.ClassAndInPlayCardList[0].Life;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine (auto-targeted AoE -> selectedCards: null).
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
"ActionProcessor.PlayCard threw on a dynamic {}-value damage spell");
// The engine-computed value, derived from the engine's OWN live play-count accessor (the
// direct-ActionProcessor path does not self-bump it, so this reads the seeded value) —
// exactly the value the skill's `{me.play_count}-1` resolved against. NOT a hardcoded
// literal: this is the M10 dimension (effect magnitude computed from state the wire can't
// carry).
int playCountAtResolution = player.GetCurrentTurnPlayCount();
int expectedDamage = playCountAtResolution - 1;
int actualDamage = targetLifeBefore - target.Life;
Assert.Multiple(() =>
{
// PRIMARY M10 assertion: the damage dealt equals the engine-COMPUTED {me.play_count}-1,
// read from live state — proving the engine resolved the `{}` expression, not a literal.
Assert.That(actualDamage, Is.EqualTo(expectedDamage),
"damage dealt did not equal the engine-computed {me.play_count}-1 value");
// Concrete pins (catch a silent state-read failure where play_count would default to 0,
// making damage -1 -> 0): the direct-ActionProcessor path applies no self-play bump, so
// the resolution-time count is exactly the seeded value and the damage is seeded - 1.
Assert.That(playCountAtResolution, Is.EqualTo(HeadlessEngineEnv.DynamicSeededPlayCount),
"play count was not read as the seeded current-turn value");
Assert.That(actualDamage, Is.EqualTo(HeadlessEngineEnv.DynamicSeededPlayCount - 1),
"net damage did not equal seeded play_count - 1 ({me.play_count}-1 mis-resolved)");
// Target survives (life > damage) and stays on the board; both leaders untouched
// (card_type=unit excludes class cards).
Assert.That(target.Life, Is.EqualTo(targetLifeBefore - expectedDamage), "target life delta wrong");
Assert.That(enemy.ClassAndInPlayCardList, Does.Contain(target), "target unexpectedly left the board");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "enemy board count changed");
Assert.That(player.ClassAndInPlayCardList[0].Life, Is.EqualTo(playerLeaderLifeBefore), "player leader damaged (unit-only AoE hit a leader)");
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "enemy leader damaged (unit-only AoE hit a leader)");
// §5 spell-shaped invariants: cost paid, spell leaves hand, does NOT occupy the board.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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");
});
}
}
}