feat(battlenode): host-owned engine global init (Phase 2 N2 carried-risk A)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 16:19:21 -04:00
parent e982300c6d
commit 5e0723c182
4 changed files with 326 additions and 0 deletions

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using NUnit.Framework;
using SVSim.BattleNode.Sessions.Engine;
using System.Linq;
namespace SVSim.BattleEngine.Tests.SessionEngine;
[TestFixture]
public class SessionEngineSpellboostTests
{
[Test]
public void EngineGlobalInit_makes_a_fresh_engine_ready()
{
EngineGlobalInit.EnsureInitialized();
var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson");
var deckA = CaptureReplay.SelfDeckFrom(cl1);
var deckB = CaptureReplay.SelfDeckFrom(cl2);
var engine = new SessionBattleEngine();
Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
Assert.That(engine.IsReady, Is.True, "engine must be ready after EngineGlobalInit (carried-risk fix)");
}
}

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<InternalsVisibleTo Include="SVSim.UnitTests" /> <InternalsVisibleTo Include="SVSim.UnitTests" />
<InternalsVisibleTo Include="SVSim.BattleEngine.Tests" /> <InternalsVisibleTo Include="SVSim.BattleEngine.Tests" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<!-- EngineGlobalInit reads the loader's card-master dump from AppContext.BaseDirectory/Data/cards.json
to populate the engine's static CardMaster. Ship it in the node's output. -->
<None Include="..\SVSim.Bootstrap\Data\cards.json" Link="Data\cards.json" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
</Project> </Project>

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extern alias engine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.Serialization;
using System.Text.Json;
using BattleManagerBase = engine::BattleManagerBase;
using CardCSVData = engine::Wizard.CardCSVData;
using CardMaster = engine::Wizard.CardMaster;
using Certification = engine::Cute.Certification;
using ClassCharacterMasterData = engine::Wizard.ClassCharacterMasterData;
using Crossover = engine::Wizard.Crossover;
using Data = engine::Wizard.Data;
using GameMgr = engine::GameMgr;
using Load = engine::Load;
using LoadDetail = engine::LoadDetail;
using Master = engine::Wizard.Master;
using NetworkUserInfoData = engine::NetworkUserInfoData;
namespace SVSim.BattleNode.Sessions.Engine;
/// <summary>Host-owned, process-once initializer for the engine's global statics (Phase 2 N2,
/// carried-risk A). The decompiled engine assumes a set of process-globals exist that the client
/// populates from /load/index at login: the static <c>CardMaster</c>, <c>Wizard.Data</c>
/// (Load/Master/Crossover), the <c>GameMgr</c> DataMgr chara ids, a <c>NetworkUserInfoData</c>, and
/// <c>Cute.Certification.udid</c>. Without them <see cref="SessionBattleEngine.Setup"/> throws inside
/// its try/catch and the shadow silently no-ops (the N1 carried risk). Calling
/// <see cref="EnsureInitialized"/> once at host startup primes them so Setup succeeds.
///
/// This is the production analogue of the test fixtures <c>HeadlessEngineEnv.EnsureInitialized</c> +
/// <c>HeadlessCardMaster</c> + <c>HeadlessMasterData</c>; the reflection seams are transcribed verbatim.
/// It differs in exactly three ways: (1) it loads the FULL cards.json (every row, no id filter) since
/// the live host serves arbitrary decks; (2) it installs ALL 8 classes in ClassCharacterList; and
/// (3) every set is guarded so the call is idempotent AND does not fight the test
/// <c>HeadlessEngineEnv</c> if both run in one NUnit process.</summary>
internal static class EngineGlobalInit
{
private static readonly object _gate = new();
private static bool _done;
private static readonly string CardsJsonPath =
Path.Combine(AppContext.BaseDirectory, "Data", "cards.json");
// chara ids -> a ClassCharacterMasterData in Master; mirrors HeadlessMasterData.
private const int PlayerCharaId = 1;
private const int EnemyCharaId = 2;
public static void EnsureInitialized()
{
if (_done) return;
lock (_gate)
{
if (_done) return;
// --- Wizard.Data globals (the static /load/index snapshot) -----------------------------
// The mgr ctor's CreateBackgroundId reads Data.Load.data._userTutorial (LoadDetail
// self-inits _userTutorial). ??= so we don't clobber a snapshot HeadlessEngineEnv set.
Data.Load ??= new Load { data = new LoadDetail() };
// CardParameter(CardCSVData) reads Data.Crossover.RestrictedCard for the deck-limit calc;
// an empty Crossover returns the default count (no restriction). Private setter -> reflect.
// Only set when null so we coexist with HeadlessEngineEnv.
if (Data.Crossover == null)
{
typeof(Data).GetProperty("Crossover",
BindingFlags.Static | BindingFlags.Public)!
.SetValue(null, new Crossover());
}
// Suppress VFX / take the virtual-battle resolution path (no live view layer).
BattleManagerBase.IsForecast = true;
// --- static CardMaster (full cards.json) ----------------------------------------------
// Skip the (expensive) full load if a CardMaster is already registered as Default — a
// prior EngineGlobalInit call OR a HeadlessEngineEnv/HeadlessCardMaster load in the same
// NUnit process already populated it.
if (!IsCardMasterPopulated())
LoadFullCardMaster();
// --- Master reference data (all 8 classes' chara list) ---------------------------------
// Skip if Data.Master is already non-null with a non-empty ClassCharacterList.
if (!IsMasterPopulated())
InstallMaster();
// --- GameMgr DataMgr leader chara ids --------------------------------------------------
// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
// AvatarBattle info (more null statics) the resolution path doesn't need. Idempotent
// (plain assignment); only meaningful when still 0.
var dm = GameMgr.GetIns().GetDataMgr();
SetFieldIfZeroOrNull(dm, "_playerCharaId", PlayerCharaId);
SetFieldIfZeroOrNull(dm, "_enemyCharaId", EnemyCharaId);
// --- NetworkUserInfoData (background lookup on the network mgr's CreateBackgroundId) ----
// NetworkBattleManagerBase.CreateBackgroundId reads
// GameMgr.GetIns().GetNetworkUserInfoData().GetFieldId() when the RecoveryManager yields no
// bg id. GameMgr leaves _netUser null with no lazy init; seed a no-op instance whose
// _selfInfo carries just fieldId=1 (== ForestField, a valid background). Only seed when
// absent so a HeadlessEngineEnv-set instance is preserved.
if (GameMgr.GetIns().GetNetworkUserInfoData() == null)
{
var netUser = new NetworkUserInfoData();
netUser.SetSelfInfo(
new Dictionary<string, object> { ["fieldId"] = 1 },
isWatchReplayRecovery: false);
GameMgr.GetIns().SetNetworkUserInfoData(netUser);
}
// --- Cute.Certification.udid -----------------------------------------------------------
// The emit-path payload builder reads Certification.Udid, whose getter lazily decodes from
// Toolbox.SavedataManager (null headless). Seed the private static backing field with a
// non-empty placeholder so the getter short-circuits. Only set when empty (coexistence).
var udidField = typeof(Certification).GetField("udid",
BindingFlags.Static | BindingFlags.NonPublic)!;
if (string.IsNullOrEmpty(udidField.GetValue(null) as string))
udidField.SetValue(null, "host-udid");
_done = true;
}
}
// --- CardMaster (full load) ----------------------------------------------------------------------
private static bool IsCardMasterPopulated()
{
var idType = typeof(CardMaster).GetNestedType("CardMasterId")!;
var defaultId = Enum.Parse(idType, "Default");
var fld = typeof(CardMaster).GetField("_dictCardMaster",
BindingFlags.Static | BindingFlags.NonPublic)!;
if (fld.GetValue(null) is not IDictionary dict) return false;
return dict.Contains(defaultId) && dict[defaultId] != null;
}
// Production difference (1): enumerate EVERY card row — no want.Contains(id) filter.
private static void LoadFullCardMaster()
{
var rows = new List<CardCSVData>();
using (var doc = JsonDocument.Parse(File.ReadAllText(CardsJsonPath)))
{
int sort = 0;
foreach (var el in doc.RootElement.EnumerateArray())
{
if (!el.TryGetProperty("card_id", out var idEl)) continue;
if (!int.TryParse(idEl.GetString(), out _)) continue; // skip malformed ids
rows.Add(BuildCardCsvData(el, sort++));
}
}
var cm = NewCardMaster(rows);
InjectAsDefault(cm);
}
// Transcribed from HeadlessCardMaster.BuildCardCsvData.
private static CardCSVData BuildCardCsvData(JsonElement el, int sortIndex)
{
var c = (CardCSVData)FormatterServices.GetUninitializedObject(typeof(CardCSVData));
const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
foreach (var prop in el.EnumerateObject())
{
string val = prop.Value.ValueKind == JsonValueKind.Null ? null : prop.Value.ToString();
var f = typeof(CardCSVData).GetField(prop.Name, bf);
if (f != null) { SetMember(f.FieldType, val, v => f.SetValue(c, v)); continue; }
var p = typeof(CardCSVData).GetProperty(prop.Name, bf);
if (p != null && p.CanWrite) SetMember(p.PropertyType, val, v => p.SetValue(c, v));
}
var si = typeof(CardCSVData).GetProperty("SortIndex", bf);
if (si != null && si.CanWrite) si.SetValue(c, sortIndex);
return c;
}
private static void SetMember(Type t, string val, Action<object> set)
{
if (t == typeof(string)) set(val);
else if (t == typeof(int)) set(int.TryParse(val, out var i) ? i : 0);
else if (t == typeof(bool)) set(val == "1" || string.Equals(val, "true", StringComparison.OrdinalIgnoreCase));
// other types left at default
}
private static CardMaster NewCardMaster(List<CardCSVData> rows)
{
var ctor = typeof(CardMaster).GetConstructor(
BindingFlags.Instance | BindingFlags.NonPublic, null,
new[] { typeof(List<CardCSVData>) }, null);
if (ctor == null) throw new InvalidOperationException("CardMaster(List<CardCSVData>) ctor not found");
return (CardMaster)ctor.Invoke(new object[] { rows });
}
private static void InjectAsDefault(CardMaster cm)
{
var idType = typeof(CardMaster).GetNestedType("CardMasterId");
var defaultId = Enum.Parse(idType, "Default");
var dictType = typeof(Dictionary<,>).MakeGenericType(idType, typeof(CardMaster));
var dict = (IDictionary)Activator.CreateInstance(dictType);
dict[defaultId] = cm;
var fld = typeof(CardMaster).GetField("_dictCardMaster",
BindingFlags.Static | BindingFlags.NonPublic);
fld.SetValue(null, dict);
}
// --- Master reference data (all 8 classes) -------------------------------------------------------
private static bool IsMasterPopulated()
{
if (Data.Master is not Master m) return false;
var p = typeof(Master).GetProperty("ClassCharacterList",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
return p?.GetValue(m) is ICollection { Count: > 0 };
}
// Transcribed from HeadlessMasterData.Install. Production difference (2): install ALL 8 classes.
private static void InstallMaster()
{
var master = (Master)FormatterServices.GetUninitializedObject(typeof(Master));
EnsureEmptyCollections(master);
var list = new List<ClassCharacterMasterData>();
for (int c = 1; c <= 8; c++)
list.Add(NewChara(c, c)); // charaId == classId for class c
SetMember(master, "ClassCharacterList", list);
Data.Master = master;
}
private static void EnsureEmptyCollections(object obj)
{
const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
foreach (var f in obj.GetType().GetFields(bf))
{
if (f.GetValue(obj) != null) continue;
var empty = EmptyOf(f.FieldType);
if (empty != null) f.SetValue(obj, empty);
}
}
private static object EmptyOf(Type t)
{
if (t.IsArray) return Array.CreateInstance(t.GetElementType(), 0);
if (t.IsGenericType)
{
var def = t.GetGenericTypeDefinition();
if (def == typeof(List<>) || def == typeof(Dictionary<,>) ||
def == typeof(HashSet<>) || def == typeof(IList<>) ||
def == typeof(IDictionary<,>) || def == typeof(ICollection<>) ||
def == typeof(IEnumerable<>))
{
var concrete = def == typeof(List<>) || def == typeof(IList<>) ||
def == typeof(ICollection<>) || def == typeof(IEnumerable<>)
? typeof(List<>).MakeGenericType(t.GetGenericArguments())
: def == typeof(HashSet<>)
? typeof(HashSet<>).MakeGenericType(t.GetGenericArguments())
: typeof(Dictionary<,>).MakeGenericType(t.GetGenericArguments());
return Activator.CreateInstance(concrete);
}
}
return null;
}
private static ClassCharacterMasterData NewChara(int charaId, int classId)
{
var c = (ClassCharacterMasterData)FormatterServices.GetUninitializedObject(typeof(ClassCharacterMasterData));
SetMember(c, "chara_id", charaId);
SetMember(c, "class_id", classId);
SetMember(c, "skin_id", charaId);
SetMember(c, "is_usable", true);
return c;
}
// --- reflection helpers (transcribed from the test fixtures) --------------------------------------
// Set a member (auto-property backing field or field) by name, tolerating private setters.
private static void SetMember(object obj, string name, object value)
{
var t = obj.GetType();
const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
var p = t.GetProperty(name, bf);
if (p != null && p.SetMethod != null) { p.SetValue(obj, value); return; }
var f = t.GetField(name, bf)
?? t.GetField($"<{name}>k__BackingField", bf);
if (f != null) { f.SetValue(obj, value); return; }
throw new InvalidOperationException($"{t.Name} has no settable member '{name}'");
}
// Idempotent backing-field set: only writes when the field is currently 0 (int) or null.
private static void SetFieldIfZeroOrNull(object obj, string name, object value)
{
var f = obj.GetType().GetField(name,
BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
?? throw new InvalidOperationException($"{obj.GetType().Name} has no field '{name}'");
var cur = f.GetValue(obj);
if (cur is null || (cur is int i && i == 0))
f.SetValue(obj, value);
}
}

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<InternalsVisibleTo Include="SVSim.UnitTests" /> <InternalsVisibleTo Include="SVSim.UnitTests" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<!-- The host exe runs EngineGlobalInit, which reads Data/cards.json from its OWN output dir.
CopyToOutput content does NOT flow across a ProjectReference, so the host needs its own copy. -->
<None Include="..\SVSim.Bootstrap\Data\cards.json" Link="Data\cards.json" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\SVSim.Database\SVSim.Database.csproj" /> <ProjectReference Include="..\SVSim.Database\SVSim.Database.csproj" />
<ProjectReference Include="..\SVSim.BattleNode\SVSim.BattleNode.csproj" /> <ProjectReference Include="..\SVSim.BattleNode\SVSim.BattleNode.csproj" />