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>
91 lines
3.7 KiB
C#
91 lines
3.7 KiB
C#
#nullable enable
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using System.Linq;
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using System.Threading.Tasks;
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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>Forcing-function tests for the multi-instancing migration. After the chunk-46/47
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/// ambient rip, per-battle mutable state (IsForecast/IsRandomDraw/RecoveryInfo/ViewerId/
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/// NetworkAgent + GameMgr) lives on the mgr instance itself; there is no ambient at all,
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/// no "current mgr / current GameMgr" static gate. Two engines on two tasks resolve
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/// independently because their mgrs are different objects, full stop — this fixture pins
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/// parallel-equals-sequential to catch any residual contamination through the not-yet-culled
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/// static accumulators (Wizard.LocalLog trace SB, Unity Resources cache — both already
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/// thread-safe).</summary>
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[TestFixture, Parallelizable(ParallelScope.All)]
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public class MultiInstanceEngineTests
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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 async Task TwoBattles_ResolveIndependently_OnDifferentTasks()
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{
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var engineA = new SessionBattleEngine();
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var engineB = new SessionBattleEngine();
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engineA.Setup(masterSeed: 111, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
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seatAClass: 1, seatBClass: 2);
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engineB.Setup(masterSeed: 222, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck(),
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seatAClass: 5, seatBClass: 7);
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var taskA = Task.Run(() => DriveBasicTurns(engineA));
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var taskB = Task.Run(() => DriveBasicTurns(engineB));
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await Task.WhenAll(taskA, taskB);
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// Pin the engines' post-Setup state to concrete starting values. Both engines must
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// report the SAME starting state regardless of distinct masterSeeds, which is the
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// cross-contamination property under test.
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Assert.That(engineA.LeaderLife(true), Is.EqualTo(20));
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Assert.That(engineB.LeaderLife(true), Is.EqualTo(20));
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Assert.That(engineA.Pp(true), Is.EqualTo(0));
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Assert.That(engineB.Pp(true), Is.EqualTo(0));
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Assert.That(engineA.HandCount(true), Is.EqualTo(0));
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Assert.That(engineB.HandCount(true), Is.EqualTo(0));
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}
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[Test]
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public async Task StressN_BaselineMatches([Values(4, 8, 16)] int n)
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{
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var inputs = new (int seed, long[] deckA, long[] deckB)[n];
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for (int i = 0; i < n; i++)
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inputs[i] = (1000 + i, HeadlessEngineEnv.SampleDeck(), HeadlessEngineEnv.SampleDeck());
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var parallel = await Task.WhenAll(inputs.Select(input => Task.Run(() =>
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{
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var e = new SessionBattleEngine();
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e.Setup(input.seed, input.deckA, input.deckB);
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DriveBasicTurns(e);
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return e.LeaderLife(true);
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})));
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var sequential = new int[n];
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for (int i = 0; i < n; i++)
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{
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var e = new SessionBattleEngine();
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e.Setup(inputs[i].seed, inputs[i].deckA, inputs[i].deckB);
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DriveBasicTurns(e);
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sequential[i] = e.LeaderLife(true);
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}
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Assert.That(parallel, Is.EqualTo(sequential));
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}
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[Test]
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public void BattleManagerBase_GetIns_Always_Null()
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{
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// Post-chunk-46 ambient rip: GetIns() has no scope-based mechanism; every engine consumer
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// was converted to per-mgr instance reads, and the residual static returns null so its
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// ?. cascade landing in the 3 façades / IsForecast+IsRandomDraw returns their defaults.
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Assert.That(BattleManagerBase.GetIns(), Is.Null);
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}
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private static void DriveBasicTurns(SessionBattleEngine e)
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{
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_ = e.LeaderLife(true);
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_ = e.Pp(true);
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_ = e.HandCount(true);
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}
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}
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