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:
@@ -8,15 +8,18 @@ namespace SVSim.BattleNode.Protocol.Bodies;
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/// (independent of KnownList — a targeted hand play carries both). <c>KeyAction</c> forwards a
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/// choice/Discover play's <c>{type,cardId}</c> so the opponent renders the choice-token generation;
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/// the pick (<c>selectCard</c>) is stripped for a hidden (open:0) draw-to-hand choice. <c>UList</c>
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/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. All are
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/// omitted when null via the envelope's WhenWritingNull policy (a vanilla play carries none).</summary>
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/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. <c>Spin</c>
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/// is the count of hidden, non-reproduced shared-RNG draws in THIS frame (real-spin design §3.2,
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/// per-frame delivery); null/omitted = 0 (the client's assumed default). All are omitted when null
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/// via the envelope's WhenWritingNull policy (a vanilla play carries none).</summary>
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public sealed record PlayActionsBroadcastBody(
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[property: JsonPropertyName("playIdx")] int PlayIdx,
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[property: JsonPropertyName("type")] int Type,
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[property: JsonPropertyName("knownList")] IReadOnlyList<KnownCardEntry>? KnownList,
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[property: JsonPropertyName("oppoTargetList")] IReadOnlyList<OppoTargetEntry>? OppoTargetList,
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[property: JsonPropertyName("uList")] IReadOnlyList<UnapprovedCardEntry>? UList = null,
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[property: JsonPropertyName("keyAction")] IReadOnlyList<KeyActionEntry>? KeyAction = null) : IMsgBody;
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[property: JsonPropertyName("keyAction")] IReadOnlyList<KeyActionEntry>? KeyAction = null,
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[property: JsonPropertyName("spin")] int? Spin = null) : IMsgBody;
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/// <summary>Opponent-facing keyAction entry for a choice/Discover play. <c>type</c>/<c>cardId</c>
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/// (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
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// knownList in the same frame (capture line 75).
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var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault("uList"));
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// Hidden shared-RNG draws (a random deck→hand fetch the opponent can't reproduce) advance the
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// sender's shared _stableRandom; the receiver doesn't re-run them, so it needs a spin crank to
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// stay aligned for later visible randoms. Per-frame delivery (real-spin design §3.2): the count
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// rides THIS PlayActions. A fetch we relay with an identity (uList cardId present) is already
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// known to the opponent — exclude its idxs so it isn't counted. 0 → null (omitted; client
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// assumes spin:0).
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var revealed = uList is null
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? (IReadOnlySet<int>)new HashSet<int>()
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: uList.Where(u => u.CardId is not null).SelectMany(u => u.IdxList).ToHashSet();
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var spin = KnownListBuilder.CountHiddenDraws(orderList, playIdx, revealed);
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var body = new PlayActionsBroadcastBody(
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PlayIdx: playIdx,
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Type: type,
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@@ -56,7 +67,8 @@ internal sealed class PlayActionsHandler : IFrameHandler
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UList: uList,
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// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
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// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
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KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
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KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction),
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Spin: spin > 0 ? spin : null);
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var frame = ctx.Env with { Body = body };
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return new[] { new DispatchRoute(ctx.Other, frame, false) };
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@@ -285,6 +285,97 @@ public class BattleSessionDispatchTests
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Assert.That(pb.UList[0].Skill, Is.EqualTo("37|36|0"));
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}
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[Test]
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public void Pvp_PlayActions_emits_spin_for_a_hidden_fetch()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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// Played card 3 (hand->field) PLUS a hidden deck->hand fetch of a non-played token idx 31.
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var body = new Dictionary<string, object?>
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{
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["playIdx"] = 3L,
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["type"] = 30L,
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["orderList"] = new List<object?>
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{
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new Dictionary<string, object?>
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{
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["move"] = new Dictionary<string, object?>
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{
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["idx"] = new List<object?> { 3L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 20L,
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}
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},
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new Dictionary<string, object?>
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{
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["move"] = new Dictionary<string, object?>
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{
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["idx"] = new List<object?> { 31L }, ["isSelf"] = 1L, ["from"] = 0L, ["to"] = 10L,
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}
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},
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},
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};
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var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
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var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
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Assert.That(pb.Spin, Is.EqualTo(1));
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}
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[Test]
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public void Pvp_PlayActions_emits_null_spin_for_a_vanilla_play()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var body = MoveOrderList(idx: 3, from: 10, to: 20); // played card only, no fetch
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body["playIdx"] = 3L;
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body["type"] = 30L;
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var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
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var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
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Assert.That(pb.Spin, Is.Null, "spin omitted (client assumes 0) when there are no hidden draws.");
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}
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[Test]
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public void Pvp_PlayActions_emits_null_spin_for_a_revealed_uList_fetch()
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{
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// A fetch whose identity is revealed via the uList (cardId present) is NOT counted — the
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// receiver knows it, so its stream doesn't need a crank.
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var body = new Dictionary<string, object?>
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{
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["playIdx"] = 3L,
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["type"] = 30L,
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["orderList"] = new List<object?>
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{
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new Dictionary<string, object?>
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{
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["move"] = new Dictionary<string, object?>
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{
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["idx"] = new List<object?> { 31L }, ["isSelf"] = 1L, ["from"] = 0L, ["to"] = 10L,
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}
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},
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},
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["uList"] = new List<object?>
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{
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new Dictionary<string, object?>
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{
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["idxList"] = new List<object?> { 31L },
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["from"] = 0L, ["to"] = 10L, ["isSelf"] = 1L, ["skill"] = "37|36|0",
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["cardId"] = 100_011_010L, // revealed identity
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},
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},
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};
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var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
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var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
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Assert.That(pb.Spin, Is.Null);
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}
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[Test]
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public void Pvp_PlayActions_without_uList_leaves_it_null()
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{
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