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>
70 lines
3.7 KiB
C#
70 lines
3.7 KiB
C#
using System.Linq;
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using NUnit.Framework;
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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 SessionEngineConstructionTests
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{
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[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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[Test]
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public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup()
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{
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var engine = new SessionBattleEngine();
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Assert.That(engine.IsReady, Is.False);
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}
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[Test]
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public void Setup_builds_two_seat_network_battle_headless()
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{
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// Load every card id the two test decks reference so CardMaster can resolve them.
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var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40
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var deckB = Enumerable.Repeat(100011010L, 40).ToList();
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HeadlessCardMaster.Load(100011010);
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var engine = new SessionBattleEngine();
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Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
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Assert.That(engine.IsReady, Is.True);
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}
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[Test]
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public void Receive_one_playactions_resolves_headless()
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{
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// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test
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// predates the M-HC-0b view-untangle: before it, the receive conductor resolved NOTHING
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// headless (every InstantVfx the conductor fused the mutation into was no-op'd by the shared
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// VfxMgr, and OperateReceive.OnReceiveDeal was never wired), so a play "ingested" without
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// touching state and trivially did not reject. Now the conductor RESOLVES (HeadlessConductor
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// VfxMgr runs the InstantVfx; the deal seats the hand). This test feeds the first captured
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// `send PlayActions` WITHOUT first replaying the capture's Deal/mulligan, so the played card
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// is not in the seated hand and the now-live resolution correctly rejects
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// (RemoveSpellCardFromHand: not found). Replaying the capture's Deal first does NOT fix it:
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// the seated deck order can't reproduce the capture's post-mulligan idx references (the
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// documented capture-replay draw-misalignment artifact — see memory
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// project_battle_headless_conductor: "validate via node-native battles"). The valid headless
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// play oracle is now HeadlessConductorTests.Vanilla_play_resolves_on_engine_state_headless.
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Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
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"draw-misalignment makes a captured play unresolvable against a node-seated deck; the " +
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"node-native harness is the post-M-HC-0b oracle. Revive if capture-replay alignment lands.");
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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var deck = CaptureReplay.SelfDeckFrom(cl1);
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// Load ALL deck ids in ONE call: HeadlessCardMaster.Load replaces the static CardMaster each
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// call, so a per-id loop would leave only the last card resolvable.
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HeadlessCardMaster.Load(deck.Select(x => (int)x).Distinct().ToArray());
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var engine = new SessionBattleEngine();
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engine.Setup(CaptureReplay.SeedFrom(cl1), seatADeck: deck, seatBDeck: deck);
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var firstPlay = cl1.First(f => f.Direction == "send" && f.Uri == "PlayActions");
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var result = engine.Receive(firstPlay.Env, isPlayerSeat: true);
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Assert.That(result.RejectReason, Is.Null, $"ingest threw/rejected: {result.RejectReason}");
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Assert.That(result.Accepted, Is.True);
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}
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}
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}
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