refactor(battlenode): retire spellboost bookkeeping, engine owns cost+spellboost (M-HC-3)

The headless engine accumulates spell-charge for real on the receive path
(each spell play runs the played card's own AddSpellChargeCount) and resolves
the discounted cost by construction, so the wire-derived spellboost-count
bookkeeping is redundant. Engine-source the knownList spellboost COUNT too
(prod-faithful) via a new SessionBattleEngine.PlayedCardSpellboost, using the
same persist-post-play zone search as PlayedCardCost (SpellChargeCount survives
PlayCard; only ctor/ReturnCard zero it).

- Delete IdxToSpellboost/SpellboostMap/GetSpellboostMap/RecordSpellboostFrom
  (BattleSessionState) and MineAlterSpellboosts (KnownListBuilder); token/choice/
  copy identity maps are untouched.
- BuildPlayedCard takes an engine-sourced spellboost int (drops spellboostMap).
- Seed BattleLogManager fusion lists headless (the per-frame filter cleanup
  NREs on null EnemyFusionCard when a fanfare card registers a CalledCreateFilter)
  so real spell-charge grantor plays resolve.
- Add committed real-charge regression tests (no SeedHandCardSpellboostCost seam):
  one grantor play accumulates +1 on the reducer -> cost 5->4, count 1, persisting
  post-play; handler emits cost 4 + spellboost 1 engine-sourced.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 21:48:50 -04:00
parent 51419d15cd
commit 0d7136787a
9 changed files with 261 additions and 194 deletions

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@@ -104,48 +104,6 @@ internal sealed class BattleSessionState
RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId);
}
/// <summary>Per-side idx-&gt;spellboost COUNT, accumulated from <c>orderList</c> <c>alter</c> ops via
/// <see cref="RecordSpellboostFrom"/>. Separate from <see cref="IdxToCardId"/> because spellboost is a
/// mutable counter, not an identity. Surfaced by <c>BuildPlayedCard</c> as the played card's
/// <c>knownList.spellboost</c> so the opponent computes its discounted cost (see that method).</summary>
public Dictionary<IBattleParticipant, Dictionary<int, int>> IdxToSpellboost { get; } = new();
private Dictionary<int, int> SpellboostMap(IBattleParticipant side)
{
if (!IdxToSpellboost.TryGetValue(side, out var map))
IdxToSpellboost[side] = map = new Dictionary<int, int>();
return map;
}
/// <summary>The side's idx-&gt;spellboost map (empty if nothing recorded yet). Read by
/// <c>PlayActionsHandler</c> to feed <c>BuildPlayedCard</c>.</summary>
public IReadOnlyDictionary<int, int> GetSpellboostMap(IBattleParticipant side) => SpellboostMap(side);
/// <summary>Apply a frame's spellboost <c>alter</c> ops to the per-side maps. Routed by <c>isSelf</c>
/// (the sender's perspective) exactly like <see cref="RecordTokensFrom"/>: <c>isSelf:1</c> → the
/// sender's own hand (<paramref name="from"/>); <c>isSelf:0</c> → the opponent's hand
/// (<paramref name="other"/>) for the rare cross-side spellboost. Ops: <c>'a'</c> add, <c>'s'</c> set,
/// <c>'h'</c> half. Call this AFTER <c>BuildPlayedCard</c> for the same frame: a card's cost is fixed
/// when it leaves hand, so the played card's emitted count must reflect state BEFORE this frame's
/// grant (Fate's Hand plays, then spellboosts the rest of the hand). Recorded only from the
/// authoritative PlayActions, never the Echo, to avoid double-counting the same alter.
/// Known gap: a card bounced back to hand keeps its stale count (no reset on zone-exit) — not yet
/// observed in capture, left for when a bounce desync actually shows up.</summary>
public void RecordSpellboostFrom(IBattleParticipant from, IBattleParticipant other, object? orderList)
{
foreach (var (idx, isSelf, op, amount) in KnownListBuilder.MineAlterSpellboosts(orderList))
{
var map = SpellboostMap(isSelf == CardOwner.Self ? from : other);
map.TryGetValue(idx, out var cur);
map[idx] = op switch
{
's' => amount, // set
'h' => cur / 2, // half
_ => cur + amount, // 'a' add (the only form seen in capture)
};
}
}
/// <summary>Mine + record copy/clone-token identities (<see cref="KnownListBuilder.MineCopyTokens"/>)
/// into the correct side's map. A copy's source lives at <c>baseIdx</c> in the actor's own index
/// space, so the resolution side == the record side, both selected by the same <c>isSelf</c> routing

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@@ -48,13 +48,16 @@ internal sealed class PlayActionsHandler : IFrameHandler
bool senderSeat = ReferenceEquals(ctx.From, ctx.A);
int playedCost = ctx.Engine.PlayedCardCost(senderSeat, playIdx, fallback: 0);
// Spellboost count still rides the played card's knownList (prod-faithful; Task 6 retires this
// bookkeeping now that cost is engine-sourced). Read the CURRENT map (state before this frame's
// grant) for the emit, then fold THIS frame's alter ops in afterwards — a play that grants
// spellboost (e.g. Fate's Hand) targets the REST of the hand, not the card just played.
// The spellboost (spell-charge) COUNT is now ALSO engine-sourced (M-HC-3b) — the wire-derived
// bookkeeping is retired. The engine accumulated the true count for the played card during the
// ShadowIngest's engine.Receive (each spell play runs the card's own AddSpellChargeCount), so
// PlayedCardSpellboost reads it straight off the resolved card (persist-post-play, same zone search
// as the cost). Cost already folds the discount in by construction; the count rides the entry only
// to stay prod-faithful (prod sends the real count). Same senderSeat mapping as the cost read.
int playedSpellboost = ctx.Engine.PlayedCardSpellboost(senderSeat, playIdx, fallback: 0);
var played = KnownListBuilder.BuildPlayedCard(
deckMap, playIdx, orderList, ctx.State.GetSpellboostMap(ctx.From), cost: playedCost);
ctx.State.RecordSpellboostFrom(ctx.From, ctx.Other, orderList);
deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList));
// Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim,

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@@ -10,58 +10,27 @@ namespace SVSim.BattleNode.Sessions.Dispatch;
internal static class KnownListBuilder
{
/// <summary>The played card's knownList entry, or null when its identity can't be synthesized
/// (token idx not in the deck map, or no matching move op). <paramref name="spellboostMap"/> supplies
/// the played card's spellboost COUNT (accumulated from prior <c>alter</c> ops via
/// <see cref="MineAlterSpellboosts"/> / <c>BattleSessionState.RecordSpellboostFrom</c>); absent/unmapped
/// idx → 0. Prod sends the real count here and the client reads it straight into the card's cost model
/// (<c>NetworkBattleReceiver</c> spellboost case), so a wrong value makes the opponent compute the
/// card at full price and silently reject the play in <c>OperateReceiveChecker.IsPlayCard</c>
/// (PP-over → ConductError → NullOperationCollection → no render/echo). <paramref name="cost"/> is the
/// engine-RESOLVED play-time cost (M-HC-3a) the handler reads off the shadow engine and passes in;
/// it lands on the entry verbatim (a vanilla play naturally resolves to its base cost). attachTarget
/// stays ""; clan/tribe remain deferred (receiver re-derives from cardId).</summary>
/// (token idx not in the deck map, or no matching move op). <paramref name="cost"/> and
/// <paramref name="spellboost"/> are both ENGINE-SOURCED (M-HC-3a/3b) — the handler reads the played
/// card's resolved play-time cost (<c>SessionBattleEngine.PlayedCardCost</c>) and accumulated
/// spell-charge count (<c>SessionBattleEngine.PlayedCardSpellboost</c>) off the shadow engine and passes
/// them in; both land on the entry verbatim. The wire-derived spellboost bookkeeping is retired —
/// the engine owns both cost and count by construction (cost folds the spellboost discount in already;
/// the count rides the entry only to stay prod-faithful, prod sends the real count here). Prod's client
/// reads cost straight into the card's cost model (<c>NetworkBattleReceiver</c>), so a vanilla play
/// resolves to its base cost and count 0. attachTarget stays ""; clan/tribe remain deferred (receiver
/// re-derives from cardId).</summary>
public static KnownCardEntry? BuildPlayedCard(
IReadOnlyDictionary<int, long> deckMap, int playIdx, object? orderList,
IReadOnlyDictionary<int, int>? spellboostMap = null, int cost = 0)
int cost = 0, int spellboost = 0)
{
if (!deckMap.TryGetValue(playIdx, out var cardId)) return null;
var to = ExtractMoveTo(orderList, playIdx);
if (to is null) return null;
var spellboost = spellboostMap is not null && spellboostMap.TryGetValue(playIdx, out var sb) ? sb : 0;
return new KnownCardEntry(
Idx: playIdx, CardId: cardId, To: to.Value, Spellboost: spellboost, AttachTarget: "", Cost: cost);
}
/// <summary>Mine spellboost-count changes from a sender's <c>orderList</c> <c>alter</c> ops. For each
/// <c>{alter:{idx:[...], isSelf, spellboost:"&lt;op&gt;&lt;n&gt;"}}</c> op, yields
/// <c>(idx, isSelf, op, amount)</c> for every idx — <c>op</c> ∈ {<c>'a'</c> add, <c>'s'</c> set,
/// <c>'h'</c> half} (mirrors <c>RegisterAlter.ChangeType</c>; the leading letter on the value encodes
/// the operation, the rest is the integer amount). <c>isSelf</c> is the sender's perspective tag,
/// surfaced verbatim so the caller routes into the correct side's map (same rule as
/// <see cref="MineAddOps"/>). Skips alter ops with no <c>spellboost</c> key (an alter can also carry
/// cost/atk/etc.), a non-string or too-short value, an unparseable amount, or a non-list <c>idx</c>
/// (e.g. a private-group string idx). The only form seen in real captures is <c>"a1"</c> (each spell
/// play adds 1 to the listed hand cards); set/half are handled for completeness.</summary>
public static IEnumerable<(int Idx, CardOwner IsSelf, char Op, int Amount)> MineAlterSpellboosts(object? orderList)
{
if (orderList is not IEnumerable<object?> ops) yield break;
foreach (var op in ops)
{
if (op is not IDictionary<string, object?> opDict) continue;
if (!opDict.TryGetValue(WireKeys.Alter, out var alterRaw) || alterRaw is not IDictionary<string, object?> alter) continue;
if (!alter.TryGetValue(WireKeys.Spellboost, out var sbRaw) || sbRaw is not string sbStr || sbStr.Length < 2) continue;
var opChar = sbStr[0];
if (!int.TryParse(sbStr.AsSpan(1), out var amount)) continue;
alter.TryGetValue(WireKeys.IsSelf, out var isSelfRaw);
var isSelf = (CardOwner)(int)AsLong(isSelfRaw);
if (!alter.TryGetValue(WireKeys.Idx, out var idxRaw) || idxRaw is not IEnumerable<object?> idxList) continue;
foreach (var i in idxList)
yield return ((int)AsLong(i), isSelf, opChar, amount);
}
}
/// <summary>The <c>to</c> place-state of the FIRST <c>move</c> op whose <c>idx</c> list contains
/// <paramref name="playIdx"/> (the played card's own move; later add/alter ops are the deferred
/// token slice), or null if absent. NOTE: the sender-side <c>to</c> is passed through verbatim —