feat(battle-node): emit real spin per-frame on forwarded PlayActions

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-04 15:13:47 -04:00
parent 63cb3248b4
commit 617714ebea
3 changed files with 110 additions and 4 deletions

View File

@@ -8,15 +8,18 @@ namespace SVSim.BattleNode.Protocol.Bodies;
/// (independent of KnownList — a targeted hand play carries both). <c>KeyAction</c> forwards a
/// choice/Discover play's <c>{type,cardId}</c> so the opponent renders the choice-token generation;
/// the pick (<c>selectCard</c>) is stripped for a hidden (open:0) draw-to-hand choice. <c>UList</c>
/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. All are
/// omitted when null via the envelope's WhenWritingNull policy (a vanilla play carries none).</summary>
/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. <c>Spin</c>
/// is the count of hidden, non-reproduced shared-RNG draws in THIS frame (real-spin design §3.2,
/// per-frame delivery); null/omitted = 0 (the client's assumed default). All are omitted when null
/// via the envelope's WhenWritingNull policy (a vanilla play carries none).</summary>
public sealed record PlayActionsBroadcastBody(
[property: JsonPropertyName("playIdx")] int PlayIdx,
[property: JsonPropertyName("type")] int Type,
[property: JsonPropertyName("knownList")] IReadOnlyList<KnownCardEntry>? KnownList,
[property: JsonPropertyName("oppoTargetList")] IReadOnlyList<OppoTargetEntry>? OppoTargetList,
[property: JsonPropertyName("uList")] IReadOnlyList<UnapprovedCardEntry>? UList = null,
[property: JsonPropertyName("keyAction")] IReadOnlyList<KeyActionEntry>? KeyAction = null) : IMsgBody;
[property: JsonPropertyName("keyAction")] IReadOnlyList<KeyActionEntry>? KeyAction = null,
[property: JsonPropertyName("spin")] int? Spin = null) : IMsgBody;
/// <summary>Opponent-facing keyAction entry for a choice/Discover play. <c>type</c>/<c>cardId</c>
/// (the GENERATING card) pass through so the opponent re-derives the candidate pool from that card's

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@@ -48,6 +48,17 @@ internal sealed class PlayActionsHandler : IFrameHandler
// knownList in the same frame (capture line 75).
var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault("uList"));
// Hidden shared-RNG draws (a random deck→hand fetch the opponent can't reproduce) advance the
// sender's shared _stableRandom; the receiver doesn't re-run them, so it needs a spin crank to
// stay aligned for later visible randoms. Per-frame delivery (real-spin design §3.2): the count
// rides THIS PlayActions. A fetch we relay with an identity (uList cardId present) is already
// known to the opponent — exclude its idxs so it isn't counted. 0 → null (omitted; client
// assumes spin:0).
var revealed = uList is null
? (IReadOnlySet<int>)new HashSet<int>()
: uList.Where(u => u.CardId is not null).SelectMany(u => u.IdxList).ToHashSet();
var spin = KnownListBuilder.CountHiddenDraws(orderList, playIdx, revealed);
var body = new PlayActionsBroadcastBody(
PlayIdx: playIdx,
Type: type,
@@ -56,7 +67,8 @@ internal sealed class PlayActionsHandler : IFrameHandler
UList: uList,
// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction),
Spin: spin > 0 ? spin : null);
var frame = ctx.Env with { Body = body };
return new[] { new DispatchRoute(ctx.Other, frame, false) };

View File

@@ -285,6 +285,97 @@ public class BattleSessionDispatchTests
Assert.That(pb.UList[0].Skill, Is.EqualTo("37|36|0"));
}
[Test]
public void Pvp_PlayActions_emits_spin_for_a_hidden_fetch()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
// Played card 3 (hand->field) PLUS a hidden deck->hand fetch of a non-played token idx 31.
var body = new Dictionary<string, object?>
{
["playIdx"] = 3L,
["type"] = 30L,
["orderList"] = new List<object?>
{
new Dictionary<string, object?>
{
["move"] = new Dictionary<string, object?>
{
["idx"] = new List<object?> { 3L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 20L,
}
},
new Dictionary<string, object?>
{
["move"] = new Dictionary<string, object?>
{
["idx"] = new List<object?> { 31L }, ["isSelf"] = 1L, ["from"] = 0L, ["to"] = 10L,
}
},
},
};
var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
Assert.That(pb.Spin, Is.EqualTo(1));
}
[Test]
public void Pvp_PlayActions_emits_null_spin_for_a_vanilla_play()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var body = MoveOrderList(idx: 3, from: 10, to: 20); // played card only, no fetch
body["playIdx"] = 3L;
body["type"] = 30L;
var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
Assert.That(pb.Spin, Is.Null, "spin omitted (client assumes 0) when there are no hidden draws.");
}
[Test]
public void Pvp_PlayActions_emits_null_spin_for_a_revealed_uList_fetch()
{
// A fetch whose identity is revealed via the uList (cardId present) is NOT counted — the
// receiver knows it, so its stream doesn't need a crank.
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var body = new Dictionary<string, object?>
{
["playIdx"] = 3L,
["type"] = 30L,
["orderList"] = new List<object?>
{
new Dictionary<string, object?>
{
["move"] = new Dictionary<string, object?>
{
["idx"] = new List<object?> { 31L }, ["isSelf"] = 1L, ["from"] = 0L, ["to"] = 10L,
}
},
},
["uList"] = new List<object?>
{
new Dictionary<string, object?>
{
["idxList"] = new List<object?> { 31L },
["from"] = 0L, ["to"] = 10L, ["isSelf"] = 1L, ["skill"] = "37|36|0",
["cardId"] = 100_011_010L, // revealed identity
},
},
};
var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
Assert.That(pb.Spin, Is.Null);
}
[Test]
public void Pvp_PlayActions_without_uList_leaves_it_null()
{