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>
67 lines
3.6 KiB
C#
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)");
|
|
}
|
|
}
|
|
}
|