Step 6 of multi-instancing migration. HeadlessEngineEnv.EnsureInitialized is split into EnsureProcessGlobals (idempotent, process-once) + SeedCharaIdsOnCurrentAmbient (per-test). New TestBattleScope IDisposable sets up a fresh BattleAmbientContext per test. NonParallelizable removed from converted classes; assembly-level Parallelizable(Fixtures) enabled. SVSim.BattleEngine.Tests fully green under parallel test execution. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
101 lines
5.3 KiB
C#
101 lines
5.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests.SessionEngine
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{
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[TestFixture]
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public class SessionEngineShadowReplayTests
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{
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private TestBattleScope _scope;
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[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
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[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
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// Frames that are transport/keepalive, not game actions — not ingested.
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private static readonly HashSet<string> SkipUris = new()
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{
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nameof(NetworkBattleUri.Echo),
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nameof(NetworkBattleUri.ChatStamp),
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nameof(NetworkBattleUri.Gungnir),
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};
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[Test]
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public void Shadow_replay_of_captured_battle_tracks_state_without_desync()
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{
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// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test's
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// "0 rejects" used to pass VACUOUSLY: before the M-HC-0b view-untangle the receive conductor
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// resolved NOTHING headless (InstantVfx mutations no-op'd; OnReceiveDeal unwired), so no
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// captured frame could diverge because none was applied. The retracted "shadow tracks the
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// capture" claim is documented in memory project_battle_node_engine_shadow / _headless_conductor.
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// Now that the conductor RESOLVES, replaying a captured stream against a node-seated deck hits
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// the documented capture-replay draw-misalignment: the seated deck order can't reproduce the
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// capture's post-mulligan idx references, so played cards aren't in the seated hand
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// (HandCardToField/RemoveSpellCardFromHand: not found). The decision (memory
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// project_battle_headless_conductor) is to validate headless resolution via NODE-NATIVE
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// battles, not capture replay. The node-native oracle now covers Deal+Play.
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Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
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"against a node-seated deck hits the documented draw-misalignment artifact once the " +
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"receive path actually resolves. Revive if a capture-replay alignment path lands.");
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson");
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var deckA = CaptureReplay.SelfDeckFrom(cl1);
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var deckB = CaptureReplay.SelfDeckFrom(cl2);
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// One Load call with every id — Load replaces the static master each call.
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HeadlessCardMaster.Load(deckA.Concat(deckB).Select(x => (int)x).Distinct().ToArray());
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var engine = new SessionBattleEngine();
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engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
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// Single-client full-stream replay (cl1 as the player seat): cl1's SENT frames are its own
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// actions (seat=true); its RECEIVED frames are the opponent/server actions (seat=false),
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// incl. the Deal that establishes both hands. This is exactly the stream cl1's receiver
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// processed, in capture (ts) order. (The node-side both-clients-sends model is exercised
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// live in Task 7; here we validate engine tracking against ground truth.)
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var stream = cl1.Where(f => !SkipUris.Contains(f.Uri))
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.OrderBy(f => f.Ts)
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.ToList();
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var rejects = new List<string>();
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var violations = new List<string>();
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foreach (var f in stream)
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{
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bool seat = f.Direction == "send";
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var r = engine.Receive(f.Env, isPlayerSeat: seat);
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if (r.RejectReason is not null)
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rejects.Add($"{f.Direction} {f.Uri}: {r.RejectReason}");
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if (f.Uri == nameof(NetworkBattleUri.TurnEnd))
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CheckInvariants(engine, violations, atUri: f.Uri);
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}
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foreach (var line in rejects) TestContext.WriteLine("REJECT " + line);
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foreach (var line in violations) TestContext.WriteLine("VIOLATION " + line);
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TestContext.WriteLine($"frames={stream.Count} rejects={rejects.Count} violations={violations.Count}");
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Assert.Multiple(() =>
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{
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Assert.That(rejects, Is.Empty, "engine diverged / rejected a captured frame");
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Assert.That(violations, Is.Empty, "engine state left a structural invariant");
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});
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}
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private static void CheckInvariants(SessionBattleEngine engine, List<string> violations, string atUri)
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{
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foreach (var seat in new[] { true, false })
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{
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int life = engine.LeaderLife(seat), pp = engine.Pp(seat);
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int board = engine.BoardCount(seat), hand = engine.HandCount(seat);
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if (life is < 0 or > 20) violations.Add($"{atUri} seat={seat} life={life}");
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if (pp is < 0 or > 10) violations.Add($"{atUri} seat={seat} pp={pp}");
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if (board is < 0 or > 7) violations.Add($"{atUri} seat={seat} board={board}");
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if (hand is < 0 or > 9) violations.Add($"{atUri} seat={seat} hand={hand}");
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}
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}
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}
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}
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