feat(battle-engine-port): M2 step 1 — SingleBattleMgr constructs headless
First green of the M2 go/no-go probe: `new SingleBattleMgr(StandardBattleMgr- ContentsCreator)` now builds the two-player pair fully headless against the shim, no Unity runtime. Verdict: headless construction is feasible; every blocker was a mechanical no-op shim fill or data seam, not a Unity/logic wall. Shim fills (authored): - GameMgr: lazy non-null DataMgr/PrefabMgr/InputMgr/SoundMgr/BattleControl. - GameObject: lazy cached component model so GetComponent<T>/AddComponent<T> return non-null no-op instances for Component-derived T (F1: unguarded view touches). - Resources.Load(string): cached non-null GameObject so the prefab->Instantiate-> GetComponent chain (UnityEventAgent) yields a real object. - ClassBattleCardViewBase: re-attach dropped IClassBattleCardView (no-op members); ClassBattleCardBase.Setup casts the created view to it. Engine copy (DP1/DP3 mis-cut fix): - CardIconControl.cs copied verbatim (manifested) + generated null-stub deleted. SplitAndCompleteIconStr is pure string logic on the resolution path that M1 had wrongly stubbed as "View" -> null deref in SkillCreator.CreateBuildInfo. Test harness (SVSim.BattleEngine.Tests, authored fixture): - HeadlessContentsCreator/HeadlessPhaseCreator: deterministic replica of the solo practice init (StandardBattleMgrContentsCreator + SingleBattlePhaseCreator) with no-op recovery/replay managers. - HeadlessCardMaster: reflects the loader cards.json dump into CardMaster. - HeadlessMasterData: minimal Data.Master (class-character list, empty collections) + Data.Load + player/enemy chara ids. - ConstructionProbeTests.SingleBattleMgr_constructs_headless — GREEN. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
42
SVSim.BattleEngine.Tests/ConstructionProbeTests.cs
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42
SVSim.BattleEngine.Tests/ConstructionProbeTests.cs
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using System;
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using NUnit.Framework;
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namespace SVSim.BattleEngine.Tests
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{
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// M2 probe (go/no-go step 1): can BattleManagerBase / the two-player pair be constructed
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// HEADLESS at all? This drives the real practice init path
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// (`new SingleBattleMgr(StandardBattleMgrContentsCreator)`), which internally builds the
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// BattlePlayer + BattleEnemy pair, against the M1 shim — with NO Unity runtime.
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//
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// The point of this test is diagnostic: if construction throws, the stack trace tells us the
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// first shim gap on the *resolution* path (vs the compile path M1 already proved). We assert
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// success, but a failure here is the informative outcome we want surfaced.
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[TestFixture]
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public class ConstructionProbeTests
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{
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[Test]
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public void SingleBattleMgr_constructs_headless()
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{
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// Mirror the forecast flags the design pins (DP4 / §3): suppress VFX registration and
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// collapse wait delays. Set before construction so any ctor-time VFX path no-ops.
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HeadlessEngineEnv.EnsureInitialized();
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BattleManagerBase.IsForecast = true;
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SingleBattleMgr mgr = null;
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try
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{
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mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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}
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catch (Exception ex)
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{
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Assert.Fail(
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"Headless construction of SingleBattleMgr threw — first shim gap on the " +
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"resolution path:\n" + ex);
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}
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Assert.That(mgr, Is.Not.Null);
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Assert.That(mgr.BattlePlayer, Is.Not.Null, "BattlePlayer (self) not created");
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Assert.That(mgr.BattleEnemy, Is.Not.Null, "BattleEnemy (opponent) not created");
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}
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}
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}
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96
SVSim.BattleEngine.Tests/HeadlessCardMaster.cs
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96
SVSim.BattleEngine.Tests/HeadlessCardMaster.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.Serialization;
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using System.Text.Json;
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using Wizard;
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namespace SVSim.BattleEngine.Tests
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{
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// Populates the engine's static CardMaster headless, from the loader's cards.json dump
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// (serialized CardCSVData objects). We bypass the network/Resources init path
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// (CardMaster.InitializeCardMaster) and the private ctor/field via reflection — CardMaster
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// exposes no public injection seam. Class cards (id < 100) resolve via the ctor's
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// _classCardParam, so an empty load still satisfies construction; pass real ids for the oracle.
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public static class HeadlessCardMaster
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{
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private static readonly string CardsJsonPath =
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Path.Combine(AppContext.BaseDirectory, "Data", "cards.json");
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// Load the given card ids (empty = none) into a fresh CardMaster registered as Default.
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public static void Load(params int[] cardIds)
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{
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var want = new HashSet<int>(cardIds);
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var rows = new List<CardCSVData>();
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if (want.Count > 0)
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{
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using var doc = JsonDocument.Parse(File.ReadAllText(CardsJsonPath));
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int sort = 0;
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foreach (var el in doc.RootElement.EnumerateArray())
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{
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if (!el.TryGetProperty("card_id", out var idEl)) continue;
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if (!int.TryParse(idEl.GetString(), out var id) || !want.Contains(id)) continue;
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rows.Add(BuildCardCsvData(el, sort++));
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}
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var missing = want.Except(rows.Select(r => int.Parse(r.card_id))).ToArray();
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if (missing.Length > 0)
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throw new InvalidOperationException(
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"cards.json missing requested ids: " + string.Join(",", missing));
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}
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var cm = NewCardMaster(rows);
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InjectAsDefault(cm);
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}
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// Construct a CardCSVData without running its CSV ctor; set each member from the JSON object
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// by exact name match (cards.json keys == CardCSVData member names).
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private static CardCSVData BuildCardCsvData(JsonElement el, int sortIndex)
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{
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var c = (CardCSVData)FormatterServices.GetUninitializedObject(typeof(CardCSVData));
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const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
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foreach (var prop in el.EnumerateObject())
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{
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string val = prop.Value.ValueKind == JsonValueKind.Null ? null : prop.Value.ToString();
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var f = typeof(CardCSVData).GetField(prop.Name, bf);
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if (f != null) { SetMember(f.FieldType, val, v => f.SetValue(c, v)); continue; }
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var p = typeof(CardCSVData).GetProperty(prop.Name, bf);
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if (p != null && p.CanWrite) SetMember(p.PropertyType, val, v => p.SetValue(c, v));
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}
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// SortIndex is normally set by the ctor; mirror it.
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var si = typeof(CardCSVData).GetProperty("SortIndex", bf);
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if (si != null && si.CanWrite) si.SetValue(c, sortIndex);
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return c;
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}
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private static void SetMember(Type t, string val, Action<object> set)
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{
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if (t == typeof(string)) set(val);
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else if (t == typeof(int)) set(int.TryParse(val, out var i) ? i : 0);
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else if (t == typeof(bool)) set(val == "1" || string.Equals(val, "true", StringComparison.OrdinalIgnoreCase));
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// other types left at default
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}
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private static CardMaster NewCardMaster(List<CardCSVData> rows)
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{
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var ctor = typeof(CardMaster).GetConstructor(
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BindingFlags.Instance | BindingFlags.NonPublic, null,
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new[] { typeof(List<CardCSVData>) }, null);
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if (ctor == null) throw new InvalidOperationException("CardMaster(List<CardCSVData>) ctor not found");
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return (CardMaster)ctor.Invoke(new object[] { rows });
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}
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private static void InjectAsDefault(CardMaster cm)
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{
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var idType = typeof(CardMaster).GetNestedType("CardMasterId");
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var defaultId = Enum.Parse(idType, "Default");
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var dictType = typeof(Dictionary<,>).MakeGenericType(idType, typeof(CardMaster));
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var dict = (System.Collections.IDictionary)Activator.CreateInstance(dictType);
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dict[defaultId] = cm;
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var fld = typeof(CardMaster).GetField("_dictCardMaster",
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BindingFlags.Static | BindingFlags.NonPublic);
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fld.SetValue(null, dict);
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}
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}
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}
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77
SVSim.BattleEngine.Tests/HeadlessFixture.cs
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77
SVSim.BattleEngine.Tests/HeadlessFixture.cs
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using Wizard.Battle.Phase;
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using Wizard.Battle.Recovery;
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using Wizard.Battle.Replay;
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using Wizard.Battle.Resource;
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using Wizard.Battle.View.Vfx;
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using Wizard.BattleMgr;
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namespace SVSim.BattleEngine.Tests
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{
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// Initializes the global engine state a headless battle assumes exists. In the real client this
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// is populated from /load/index at login; here we author the minimum the resolution path reads.
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public static class HeadlessEngineEnv
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{
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private static bool _done;
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public static void EnsureInitialized()
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{
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if (_done) return;
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// Wizard.Data.Load: static /load/index snapshot. The ctor's CreateBackgroundId reads
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// Data.Load.data._userTutorial (LoadDetail self-inits _userTutorial). Suppress VFX too.
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Wizard.Data.Load = new Load { data = new LoadDetail() };
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BattleManagerBase.IsForecast = true;
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// CardMaster must be non-null before construction (the leader/class card looks up id 0).
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// Empty load suffices for construction; the oracle reloads with the follower's real id.
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HeadlessCardMaster.Load();
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// Master reference data (class-character list) for leader/class card resolution.
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HeadlessMasterData.Install();
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// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).
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// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
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// AvatarBattle info (more null statics) which the resolution path doesn't need (the
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// TryGet* accessors are null-tolerant).
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var dm = GameMgr.GetIns().GetDataMgr();
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SetField(dm, "_playerCharaId", HeadlessMasterData.PlayerCharaId);
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SetField(dm, "_enemyCharaId", HeadlessMasterData.EnemyCharaId);
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_done = true;
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}
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private static void SetField(object obj, string name, object value)
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{
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var f = obj.GetType().GetField(name,
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System.Reflection.BindingFlags.Instance |
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System.Reflection.BindingFlags.NonPublic |
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System.Reflection.BindingFlags.Public);
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if (f == null) throw new System.InvalidOperationException(
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$"{obj.GetType().Name} has no field '{name}'");
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f.SetValue(obj, value);
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}
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}
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// Test-side replica of the engine's own StandardBattleMgrContentsCreator (the practice/solo
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// init path: GameMgr.cs:244 `new SingleBattleMgr(new StandardBattleMgrContentsCreator(null, null))`).
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// Authored here (not copied) so we control the seed deterministically; uses the real engine
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// managers verbatim. The real StandardBattleMgrContentsCreator + SingleBattlePhaseCreator were
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// cut from the M1 copy set (entry-point constructors), so we reproduce them minimally.
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public sealed class HeadlessContentsCreator : IBattleMgrContentsCreator
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{
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public int RandomSeed => 12345; // fixed; vanilla follower has no RNG so value is irrelevant
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// No-op managers (vs the practice path's file-backed SingleBattleRecoveryRecordManager):
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// the ctor's FirstRecoverySetting/FirstReplaySetting dereference these, and recovery/replay
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// recording is irrelevant to the M2 oracle, so use the engine's own null implementations.
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public IRecoveryManager RecoveryManager { get; } = new NullRecoveryManager();
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public IRecoveryRecordManager RecoveryRecordManager { get; } = new NullRecoveryRecordManager();
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public IReplayRecordManager ReplayRecordManager { get; } = new NullReplayRecordManager();
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public IBattleResourceMgr CreateResourceMgr() => new BattleResourceMgr();
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public VfxMgr CreateVfxMgr() => new VfxMgr();
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public IPhaseCreator CreatePhaseCreator(BattleManagerBase battleMgr) =>
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new HeadlessPhaseCreator(battleMgr);
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}
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// Equivalent of the engine's SingleBattlePhaseCreator: inherits PhaseCreatorBase wholesale.
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public sealed class HeadlessPhaseCreator : PhaseCreatorBase
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{
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public HeadlessPhaseCreator(BattleManagerBase battleMgr) : base(battleMgr) { }
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}
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}
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95
SVSim.BattleEngine.Tests/HeadlessMasterData.cs
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95
SVSim.BattleEngine.Tests/HeadlessMasterData.cs
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.Serialization;
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using Wizard;
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namespace SVSim.BattleEngine.Tests
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{
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// Builds the minimal Data.Master reference context a headless battle reads. In the client this
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// comes from the /load/index master section; here we author just enough for the resolution path
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// (currently: ClassCharacterList, so the leader/class card can resolve player/enemy class_id).
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// Entries are constructed without their CSV ctor (private setters set via reflection).
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public static class HeadlessMasterData
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{
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public const int PlayerCharaId = 1;
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public const int EnemyCharaId = 2;
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public const int PlayerClassId = 1; // ClanType -> class card clan
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public const int EnemyClassId = 2;
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public static void Install()
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{
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var master = (Master)FormatterServices.GetUninitializedObject(typeof(Master));
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// The resolution path reads many Master.* collections (e.g. WhenPlayEffectKeywordMaster)
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// and calls LINQ on them unguarded. Default every collection member to an empty instance
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// so those touches no-op instead of NRE; then override the ones we need with content.
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EnsureEmptyCollections(master);
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var list = new List<ClassCharacterMasterData>
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{
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NewChara(PlayerCharaId, PlayerClassId),
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NewChara(EnemyCharaId, EnemyClassId),
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};
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SetMember(master, "ClassCharacterList", list);
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Data.Master = master;
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}
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// Initialize every List<>/array/Dictionary<> field/auto-property on the object to an empty
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// non-null instance (only if currently null).
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private static void EnsureEmptyCollections(object obj)
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{
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const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
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foreach (var f in obj.GetType().GetFields(bf))
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{
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if (f.GetValue(obj) != null) continue;
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var empty = EmptyOf(f.FieldType);
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if (empty != null) f.SetValue(obj, empty);
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}
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}
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private static object EmptyOf(Type t)
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{
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if (t.IsArray) return Array.CreateInstance(t.GetElementType(), 0);
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if (t.IsGenericType)
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{
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var def = t.GetGenericTypeDefinition();
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if (def == typeof(List<>) || def == typeof(Dictionary<,>) ||
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def == typeof(HashSet<>) || def == typeof(IList<>) ||
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def == typeof(IDictionary<,>) || def == typeof(ICollection<>) ||
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def == typeof(IEnumerable<>))
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{
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var concrete = def == typeof(List<>) || def == typeof(IList<>) ||
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def == typeof(ICollection<>) || def == typeof(IEnumerable<>)
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? typeof(List<>).MakeGenericType(t.GetGenericArguments())
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: def == typeof(HashSet<>)
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? typeof(HashSet<>).MakeGenericType(t.GetGenericArguments())
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: typeof(Dictionary<,>).MakeGenericType(t.GetGenericArguments());
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return Activator.CreateInstance(concrete);
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}
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}
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return null;
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}
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private static ClassCharacterMasterData NewChara(int charaId, int classId)
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{
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var c = (ClassCharacterMasterData)FormatterServices.GetUninitializedObject(typeof(ClassCharacterMasterData));
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SetMember(c, "chara_id", charaId);
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SetMember(c, "class_id", classId);
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SetMember(c, "skin_id", charaId);
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SetMember(c, "is_usable", true);
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return c;
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}
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// Set a member (auto-property backing field or field) by name, tolerating private setters.
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private static void SetMember(object obj, string name, object value)
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{
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var t = obj.GetType();
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const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
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var p = t.GetProperty(name, bf);
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if (p != null && p.SetMethod != null) { p.SetValue(obj, value); return; }
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var f = t.GetField(name, bf)
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?? t.GetField($"<{name}>k__BackingField", bf);
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if (f != null) { f.SetValue(obj, value); return; }
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throw new InvalidOperationException($"{t.Name} has no settable member '{name}'");
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}
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}
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}
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31
SVSim.BattleEngine.Tests/SVSim.BattleEngine.Tests.csproj
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31
SVSim.BattleEngine.Tests/SVSim.BattleEngine.Tests.csproj
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@@ -0,0 +1,31 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<!-- Match the engine: decompiled types are not nullable-clean and use explicit usings. -->
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<Nullable>disable</Nullable>
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<ImplicitUsings>disable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<IsPackable>false</IsPackable>
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<IsTestProject>true</IsTestProject>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.6.0" />
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<PackageReference Include="NUnit" Version="3.13.3" />
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<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\SVSim.BattleEngine\SVSim.BattleEngine.csproj" />
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</ItemGroup>
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<ItemGroup>
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<!-- The loader's card-master dump (serialized CardCSVData objects). The headless fixture
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reflects these into CardMaster so the resolution path can look up real card stats. -->
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<Content Include="..\SVSim.Bootstrap\Data\cards.json" Link="Data\cards.json">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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</Project>
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Reference in New Issue
Block a user