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>
102 lines
5.2 KiB
C#
102 lines
5.2 KiB
C#
using System;
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using NUnit.Framework;
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using SVSim.BattleEngine.Rng;
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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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[TestFixture]
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public class RngSeamTests
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{
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[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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// RandomSourceBridge.Range must mirror the engine's exact roll arithmetic:
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// BattleManagerBase.StableRandom does `(int)Math.Floor((double)val * unit)`.
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[Test]
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public void Bridge_Range_mirrors_engine_floor_arithmetic()
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{
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Assert.That(RandomSourceBridge.Range(7, 0.0), Is.EqualTo(0)); // floor(7*0) = 0
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Assert.That(RandomSourceBridge.Range(7, 0.999), Is.EqualTo(6)); // floor(6.993) = 6 (never == val)
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Assert.That(RandomSourceBridge.Range(3, 0.5), Is.EqualTo(1)); // floor(1.5) = 1 (middle of 3)
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Assert.That(RandomSourceBridge.Range(1, 0.5), Is.EqualTo(0)); // floor(0.5) = 0
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}
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// SeededRandomSource(seed) must reproduce the engine's own generators EXACTLY: BattleManagerBase
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// seeds both _stableRandom and _stableRandomOnlySelf as `new System.Random(RandomSeed)`
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// (BattleManagerBase.cs:721-722). NextUnit() == synced.NextDouble(); NextSelf(max) == self.Next(max).
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[Test]
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public void SeededSource_reproduces_two_System_Random_streams()
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{
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const int seed = 12345;
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var src = new SeededRandomSource(seed);
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var refSynced = new System.Random(seed); // mirrors _stableRandom
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var refSelf = new System.Random(seed); // mirrors _stableRandomOnlySelf (separate stream)
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for (int i = 0; i < 8; i++)
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Assert.That(src.NextUnit(), Is.EqualTo(refSynced.NextDouble()), $"NextUnit drift at {i}");
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for (int i = 0; i < 8; i++)
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Assert.That(src.NextSelf(100), Is.EqualTo(refSelf.Next(100)), $"NextSelf drift at {i}");
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}
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// ScriptedRandomSource feeds a known sequence (the oracle's control + the Phase-3 replay seam).
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// It MUST throw on overrun, not wrap: an unexpected extra roll should fail loudly so a test
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// surfaces a miscount of engine RNG calls rather than silently reusing a value.
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[Test]
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public void ScriptedSource_returns_sequence_then_throws_on_overrun()
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{
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var src = new ScriptedRandomSource(new[] { 0.1, 0.5 }, new[] { 3 });
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Assert.That(src.NextUnit(), Is.EqualTo(0.1));
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Assert.That(src.NextUnit(), Is.EqualTo(0.5));
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Assert.That(() => src.NextUnit(), Throws.InvalidOperationException, "should throw on unit overrun");
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Assert.That(src.NextSelf(99), Is.EqualTo(3));
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Assert.That(() => src.NextSelf(99), Throws.InvalidOperationException, "should throw on self overrun");
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}
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// The decoupling (F2): the override must roll REAL values even though IsForecast == true (which
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// forces the un-overridden engine methods to return 0). A ScriptedRandomSource proves the value
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// came from the injected source, not the engine's zeroing.
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[Test]
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public void Override_rolls_real_values_under_IsForecast()
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{
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BattleManagerBase.IsForecast = true; // would zero the un-overridden engine RNG
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// 3 units; with RandomSourceBridge.Range(val, unit) = floor(val*unit):
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// StableRandom(7) with 0.5 -> floor(3.5) = 3
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// StableRandomDouble() -> 0.25
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// StableRandomOnlySelf(10) -> scripted self pick 4
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var src = new ScriptedRandomSource(new[] { 0.5, 0.25 }, new[] { 4 });
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var mgr = HeadlessEngineEnv.NewSeededHeadlessBattleMgr(src);
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Assert.That(mgr.StableRandom(7), Is.EqualTo(3), "StableRandom did not use the injected source");
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Assert.That(mgr.randomResult, Is.EqualTo(0.5), "StableRandom must set randomResult to the rolled unit");
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Assert.That(mgr.StableRandomDouble(), Is.EqualTo(0.25), "StableRandomDouble did not use the injected source");
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Assert.That(mgr.randomResult, Is.EqualTo(0.25), "StableRandomDouble must set randomResult");
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Assert.That(mgr.StableRandomOnlySelf(10), Is.EqualTo(4), "StableRandomOnlySelf did not use the injected source");
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}
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// Parity: with the DEFAULT (seeded) source, HeadlessBattleMgr.StableRandom must equal what the
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// verbatim engine would compute — floor(val * new System.Random(seed).NextDouble()) — pinning the
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// re-authored RandomSourceBridge arithmetic to the engine's own formula+generator. (The default
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// source seeds from HeadlessContentsCreator.RandomSeed == 12345.)
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[Test]
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public void Default_source_matches_engine_generator_and_formula()
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{
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BattleManagerBase.IsForecast = true;
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var mgr = HeadlessEngineEnv.NewSeededHeadlessBattleMgr(); // default SeededRandomSource(12345)
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var reference = new System.Random(12345);
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for (int i = 0; i < 10; i++)
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{
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int expected = (int)System.Math.Floor(7 * reference.NextDouble());
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Assert.That(mgr.StableRandom(7), Is.EqualTo(expected), $"parity drift at roll {i}");
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}
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}
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}
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}
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