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>
121 lines
7.1 KiB
C#
121 lines
7.1 KiB
C#
using System.Linq;
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using System.Reflection;
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using NUnit.Framework;
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using Wizard;
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using Wizard.Battle;
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namespace SVSim.BattleEngine.Tests
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{
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// M9 (the §5 draw oracle): a when_play DRAW spell resolves to correct authoritative state HEADLESS
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// via the same IsForecast/IsRecovery + ActionProcessor path M2-M8 proved. The NEW oracle dimension
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// is the HAND/DECK DELTA — the deck->hand transfer no prior milestone read: M3/M4/M6/M8 moved
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// stats, M2/M5/M7 the board, M3 the leader. The spell's `draw 1` must pull the single seeded deck
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// card into the caster's hand (deck -1, that exact card now in hand) while the spell itself pays
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// its cost and leaves to the cemetery.
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//
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// RNG is neutralized structurally (see HeadlessEngineEnv.DrawSpellId): every real draw selects from
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// the deck via a `random_count` filter, so the deck is seeded with EXACTLY ONE known card — a
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// single-card pool makes `random_count=1` deterministic regardless of the RandomSeed. This rides
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// the M5 prefab card-creation path (the deck card is engine-created off the null-view seam) the same
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// way the summon-token milestone did.
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[TestFixture]
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public class DrawSpellOracleTests
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{
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[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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private static void SetPrivateField(object obj, string name, object value)
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{
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var t = obj.GetType();
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var f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
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Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
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f.SetValue(obj, value);
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}
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[Test]
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public void Draw_spell_moves_the_seeded_deck_card_into_hand()
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{
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BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
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var mgr = HeadlessEngineEnv.NewSeededSingleBattleMgr();
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mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
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var player = mgr.BattlePlayer;
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var enemy = mgr.BattleEnemy;
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// Minimal opponent/turn wiring (see M2-M8 oracles): opponent refs + active turn flag. The
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// draw resolves onto the active player's own hand/deck (the skill filter is character=me).
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SetPrivateField(player, "_opponentBattlePlayer", enemy);
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SetPrivateField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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// Seed leader life: this spell deals no damage, but the play-legality gate still rejects a
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// play when a leader reads as a 0-life game-over state (M3 learning).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Seed the card-template prefabs the internal (createNullView:false) creation path clones —
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// the draw VFX touches the drawn card's view layer, so keep the M5 prefab surface available.
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HeadlessEngineEnv.InitCardTemplates(mgr);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DrawSpellId);
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// Seed EXACTLY ONE known card on the caster's deck (forces the random_count=1 selection),
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// and place the draw spell in hand with PP to spare.
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var deckCard = HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.DeckSeedCardId, index: 2, isPlayer: true);
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DrawSpellId, 1, isPlayer: true, mgr);
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player.HandCardList.Add(card);
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player.Pp = 10;
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// Pre-state snapshot.
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int ppBefore = player.Pp;
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int handBefore = player.HandCardList.Count;
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int deckBefore = player.DeckCardList.Count;
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int cemeteryBefore = player.CemeteryList.Count;
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int playerInplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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// Sanity: the to-be-drawn card starts in the deck, not the hand.
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Assert.That(player.DeckCardList, Does.Contain(deckCard), "seeded card not in deck pre-play");
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Assert.That(player.HandCardList, Does.Not.Contain(deckCard), "seeded card already in hand pre-play");
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// Resolve the play through the real engine.
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var pair = mgr.GetBattlePlayerPair(isPlayer: true);
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var ap = new ActionProcessor(pair);
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Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
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"ActionProcessor.PlayCard threw on a draw spell");
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// Oracle: the deck->hand transfer is the new M9 dimension; the rest are the §5 spell-shaped
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// invariants proven by M3.
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Assert.Multiple(() =>
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{
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// Primary M9 assertion: the seeded deck card moved into the caster's hand...
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Assert.That(player.HandCardList, Does.Contain(deckCard),
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"drawn card did not land in hand");
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Assert.That(player.HandCardList.Any(c => c.CardId == HeadlessEngineEnv.DeckSeedCardId), Is.True,
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"no card with the seeded id is in hand");
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// ...and left the deck (deck -1, down to empty here).
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Assert.That(player.DeckCardList, Does.Not.Contain(deckCard), "drawn card still in deck");
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Assert.That(player.DeckCardList.Count, Is.EqualTo(deckBefore - 1), "deck count not -1");
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// The drawn card is the engine's OWN seeded deck object, not a fresh creation.
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Assert.That(deckCard.IsInHand, Is.True, "drawn card not marked in-hand");
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// The spell itself: pays exactly its cost...
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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// ...leaves the hand (it is consumed, the drawn card replaces it -> net hand count flat)...
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Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
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Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore), "hand count changed (spell -1 + draw +1 should net flat)");
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// ...resolves to the cemetery (a spell is not a follower; it never occupies the board).
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Assert.That(player.CemeteryList, Does.Contain(card), "spell did not resolve to the cemetery");
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Assert.That(player.CemeteryList.Count, Is.EqualTo(cemeteryBefore + 1), "cemetery count not +1");
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Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
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Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(deckCard), "drawn card wrongly placed on the board");
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
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// Opponent untouched (the draw is character=me).
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
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});
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}
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}
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}
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