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>
55 lines
2.3 KiB
C#
55 lines
2.3 KiB
C#
#nullable enable
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using NUnit.Framework;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests;
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/// <summary>Confirms that constructing engine B after engine A has finished does not inherit
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/// any leftover ambient/static state from engine A. Catches the static-not-cleared family of
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/// bugs that the multi-instance Task.Run tests don't exercise (their scopes never overlap
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/// AsyncLocal flow). Backstop for engine shim cleanup Task 5.</summary>
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[TestFixture, NonParallelizable]
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public class SequentialBattleTests
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{
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[OneTimeSetUp]
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public void OneTimeSetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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[Test]
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public void Sequential_SecondBattle_StartsCleanAfterFirstCompletes()
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{
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var engineA = new SessionBattleEngine();
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engineA.Setup(masterSeed: 333, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
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seatAClass: 1, seatBClass: 2);
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_ = engineA.LeaderLife(true);
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_ = engineA.Pp(true);
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_ = engineA.HandCount(true);
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// Drop engineA. No explicit Dispose today; we rely on scope-exit semantics in SessionBattleEngine.
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// Now construct engine B in the same AppDomain.
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var engineB = new SessionBattleEngine();
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engineB.Setup(masterSeed: 444, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
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seatAClass: 3, seatBClass: 4);
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Assert.That(engineB.LeaderLife(true), Is.EqualTo(20),
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"engineB starting life leaked from engineA — sequential static-state bug.");
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Assert.That(engineB.Pp(true), Is.EqualTo(0));
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Assert.That(engineB.HandCount(true), Is.EqualTo(0));
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// Re-read engineA after engineB exists, to confirm engineB's setup didn't poison engineA's reads.
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Assert.That(engineA.LeaderLife(true), Is.EqualTo(20),
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"engineA reads changed after engineB.Setup — cross-contamination bug.");
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}
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[Test]
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public void Sequential_ThirdBattle_AfterTwoCompletes_StillClean()
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{
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for (int i = 0; i < 3; i++)
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{
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var e = new SessionBattleEngine();
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e.Setup(masterSeed: 500 + i, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck());
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Assert.That(e.LeaderLife(true), Is.EqualTo(20));
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Assert.That(e.Pp(true), Is.EqualTo(0));
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}
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}
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}
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