Files
SVSimServer/SVSim.BattleEngine.Tests/SessionEngine/SessionEngineShadowReplayTests.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

99 lines
5.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests.SessionEngine
{
[TestFixture]
public class SessionEngineShadowReplayTests
{
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
// Frames that are transport/keepalive, not game actions — not ingested.
private static readonly HashSet<string> SkipUris = new()
{
nameof(NetworkBattleUri.Echo),
nameof(NetworkBattleUri.ChatStamp),
nameof(NetworkBattleUri.Gungnir),
};
[Test]
public void Shadow_replay_of_captured_battle_tracks_state_without_desync()
{
// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test's
// "0 rejects" used to pass VACUOUSLY: before the M-HC-0b view-untangle the receive conductor
// resolved NOTHING headless (InstantVfx mutations no-op'd; OnReceiveDeal unwired), so no
// captured frame could diverge because none was applied. The retracted "shadow tracks the
// capture" claim is documented in memory project_battle_node_engine_shadow / _headless_conductor.
// Now that the conductor RESOLVES, replaying a captured stream against a node-seated deck hits
// the documented capture-replay draw-misalignment: the seated deck order can't reproduce the
// capture's post-mulligan idx references, so played cards aren't in the seated hand
// (HandCardToField/RemoveSpellCardFromHand: not found). The decision (memory
// project_battle_headless_conductor) is to validate headless resolution via NODE-NATIVE
// battles, not capture replay. The node-native oracle now covers Deal+Play.
Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
"against a node-seated deck hits the documented draw-misalignment artifact once the " +
"receive path actually resolves. Revive if a capture-replay alignment path lands.");
var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson");
var deckA = CaptureReplay.SelfDeckFrom(cl1);
var deckB = CaptureReplay.SelfDeckFrom(cl2);
// One Load call with every id — Load replaces the static master each call.
HeadlessCardMaster.Load(deckA.Concat(deckB).Select(x => (int)x).Distinct().ToArray());
var engine = new SessionBattleEngine();
engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
// Single-client full-stream replay (cl1 as the player seat): cl1's SENT frames are its own
// actions (seat=true); its RECEIVED frames are the opponent/server actions (seat=false),
// incl. the Deal that establishes both hands. This is exactly the stream cl1's receiver
// processed, in capture (ts) order. (The node-side both-clients-sends model is exercised
// live in Task 7; here we validate engine tracking against ground truth.)
var stream = cl1.Where(f => !SkipUris.Contains(f.Uri))
.OrderBy(f => f.Ts)
.ToList();
var rejects = new List<string>();
var violations = new List<string>();
foreach (var f in stream)
{
bool seat = f.Direction == "send";
var r = engine.Receive(f.Env, isPlayerSeat: seat);
if (r.RejectReason is not null)
rejects.Add($"{f.Direction} {f.Uri}: {r.RejectReason}");
if (f.Uri == nameof(NetworkBattleUri.TurnEnd))
CheckInvariants(engine, violations, atUri: f.Uri);
}
foreach (var line in rejects) TestContext.WriteLine("REJECT " + line);
foreach (var line in violations) TestContext.WriteLine("VIOLATION " + line);
TestContext.WriteLine($"frames={stream.Count} rejects={rejects.Count} violations={violations.Count}");
Assert.Multiple(() =>
{
Assert.That(rejects, Is.Empty, "engine diverged / rejected a captured frame");
Assert.That(violations, Is.Empty, "engine state left a structural invariant");
});
}
private static void CheckInvariants(SessionBattleEngine engine, List<string> violations, string atUri)
{
foreach (var seat in new[] { true, false })
{
int life = engine.LeaderLife(seat), pp = engine.Pp(seat);
int board = engine.BoardCount(seat), hand = engine.HandCount(seat);
if (life is < 0 or > 20) violations.Add($"{atUri} seat={seat} life={life}");
if (pp is < 0 or > 10) violations.Add($"{atUri} seat={seat} pp={pp}");
if (board is < 0 or > 7) violations.Add($"{atUri} seat={seat} board={board}");
if (hand is < 0 or > 9) violations.Add($"{atUri} seat={seat} hand={hand}");
}
}
}
}