diff --git a/SVSim.BattleNode/Sessions/Dispatch/BattleSessionState.cs b/SVSim.BattleNode/Sessions/Dispatch/BattleSessionState.cs index 30b100d..da229e1 100644 --- a/SVSim.BattleNode/Sessions/Dispatch/BattleSessionState.cs +++ b/SVSim.BattleNode/Sessions/Dispatch/BattleSessionState.cs @@ -5,10 +5,13 @@ using SVSim.BattleNode.Sessions; namespace SVSim.BattleNode.Sessions.Dispatch; /// Mutable per-session state shared across frame handlers. The mulligan barrier's -/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to -/// synthesize the opponent-facing knownList. Generated tokens (cardIds mined from -/// orderList add ops) are recorded into the SAME -/// map via ; a reveal-gate set is still future. +/// post-swap hands, plus the per-side idx->cardId map used as the FALLBACK identity source for the +/// opponent-facing knownList. As of M-HC-4f the played card's identity is ENGINE-first — the handler +/// reads SessionBattleEngine.PlayedCardId and uses this map only as the fallback (non-engine session, +/// or a token case the engine doesn't resolve at a wire idx). The map still holds deck cards (seeded from the +/// shuffled deck) and the wire-mined generated/choice/copy/cross-side token identities (recorded via +/// ) — those token cases remain wire-mined pending an engine-read proof +/// (TODO(M-HC-4f) in PlayActionsHandler). internal sealed class BattleSessionState { /// The one random value chosen per battle. Every per-battle RNG (shared effect seed, diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs index 4d59dce..d7b5d86 100644 --- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs +++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs @@ -3,13 +3,16 @@ using SVSim.BattleNode.Protocol.Bodies; namespace SVSim.BattleNode.Sessions.Dispatch.Handlers; -/// PvP PlayActions translator. Synthesizes the opponent-facing knownList from the sender's -/// idx->cardId map + the orderList move op, renames targetList -> oppoTargetList, drops orderList, -/// and forwards a stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped -/// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens), -/// keyAction.selectCard (choice picks), or a baseIdx copy resolved against the side's map — all mined -/// on earlier (or the same) frames; an un-generated token idx still degrades to {playIdx,type} -/// (no knownList). Bot drop (no rule). +/// PvP PlayActions translator. Synthesizes the opponent-facing knownList from the engine-resolved +/// played card + the orderList move op, renames targetList -> oppoTargetList, drops orderList, and forwards a +/// stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped for a hidden open:0 pick). +/// The played card's IDENTITY (cardId), cost, spellboost, clan and tribe are all ENGINE-sourced (M-HC-3/4); +/// the identity is engine-first with a wire-mined idx->cardId fallback (deck card or recorded token). The +/// fallback still covers the token cases the engine doesn't headlessly resolve at a wire idx — choice/Discover +/// picks (keyAction.selectCard), baseIdx copies, and cross-side (isSelf:0) gifts — all WIRE-MINED on earlier +/// (or the same) frames via the Record*From calls below (TODO(M-HC-4f): retire once engine-proven at a wire +/// idx). An un-resolvable token idx (no engine id, no mined entry) degrades to {playIdx,type} (no knownList). +/// Bot drop (no rule). internal sealed class PlayActionsHandler : IFrameHandler { public IReadOnlyList Handle(FrameDispatchContext ctx) @@ -39,6 +42,10 @@ internal sealed class PlayActionsHandler : IFrameHandler ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList); var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From); + // The wire-mined idx->cardId fallback identity (deck card, or a token recorded into the map above by + // the Record*From calls). Used ONLY as the engine-read's fallback below — 0 when the idx isn't in the map. + long mappedCardId = deckMap.TryGetValue(playIdx, out var mid) ? mid : 0L; + // The ENGINE-RESOLVED play-time cost (M-HC-3a). The conductor's ShadowIngest already ran // engine.Receive for THIS frame before this handler runs, so the engine has resolved the play and // PlayedCardCost reads the discounted cost it actually charged (spellboost + board modifiers folded @@ -63,8 +70,22 @@ internal sealed class PlayActionsHandler : IFrameHandler int playedClan = ctx.Engine.PlayedCardClan(senderSeat, playIdx, fallback: 0); string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx, fallback: "0"); + // The card IDENTITY is now ALSO engine-sourced (M-HC-4f): read the engine-resolved CardId off the played + // card, falling back to the wire-mined idx->cardId map when the engine doesn't resolve it. PROVEN + // engine-resolved (each backed by a HeadlessConductorTests PlayedCardId_* test): a DECK card and a + // receive-path SUBSTITUTED/revealed token (the engine seats the wire id at the wire idx). The fallback + // is LOAD-BEARING, not vestigial: it still supplies the identity for (a) a non-engine session (gate not + // acquired) and (b) the token cases the engine doesn't headlessly resolve AT A WIRE IDX — choice/Discover + // tokens (autonomous token_draw seats them at engine Index 0 headless), copy/clone tokens, and cross-side + // (isSelf:0) gifts. Those remain WIRE-MINED via the Record*From calls above; retiring that mining is gated + // on proving the engine seats them at a wire idx, which the current headless harness can't fixture cheaply. + // TODO(M-HC-4f): once a node-native (or full wire add-op/replace) fixture proves the engine resolves a + // choice token, a copy token and a cross-side gift at their WIRE idx, retire MineChoicePicks/MineCopyTokens/ + // the cross-side MineAddOps branch + the matching Record* bookkeeping and drop this fallback to deck-only. + long playedCardId = ctx.Engine.PlayedCardId(senderSeat, playIdx, fallback: mappedCardId); + var played = KnownListBuilder.BuildPlayedCard( - deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost, + playIdx, playedCardId, orderList, cost: playedCost, spellboost: playedSpellboost, clan: playedClan, tribe: playedTribe); var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList)); diff --git a/SVSim.BattleNode/Sessions/Dispatch/KnownListBuilder.cs b/SVSim.BattleNode/Sessions/Dispatch/KnownListBuilder.cs index 542c9d8..6542c8d 100644 --- a/SVSim.BattleNode/Sessions/Dispatch/KnownListBuilder.cs +++ b/SVSim.BattleNode/Sessions/Dispatch/KnownListBuilder.cs @@ -10,23 +10,29 @@ namespace SVSim.BattleNode.Sessions.Dispatch; internal static class KnownListBuilder { /// 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). , - /// , and are ALL - /// ENGINE-SOURCED (M-HC-3a/3b/4e) — the handler reads them off the shadow engine - /// (SessionBattleEngine.PlayedCardCost/PlayedCardSpellboost/PlayedCardClan/ - /// PlayedCardTribe) and passes them in; all land on the entry verbatim. The wire-derived - /// spellboost bookkeeping is retired — the engine owns 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). / are the LIVE (skill-applied) - /// values the engine resolved — prod always sends both on every knownList entry (clan int, tribe the - /// comma-joined int string, "0" for none). Prod's client reads cost straight into the card's cost model - /// (NetworkBattleReceiver), so a vanilla play resolves to its base cost and count 0. attachTarget - /// stays "". + /// (the played idx resolves to no card identity, or there's no matching move op). , + /// , , and + /// are ALL ENGINE-SOURCED at the call site (M-HC-3a/3b/4e/4f) — the handler reads them off the shadow engine + /// (SessionBattleEngine.PlayedCardId/PlayedCardCost/PlayedCardSpellboost/PlayedCardClan/ + /// PlayedCardTribe) and passes them in; all land on the entry verbatim. + /// is the engine-resolved TRUE identity of the played card (M-HC-4f). The + /// handler computes it engine-first with a fallback: engine.PlayedCardId(seat, playIdx, fallback: deckMapId), + /// where deckMapId is the wire-mined idx→cardId entry (deck card or recorded token). So an engine-backed + /// session emits the engine identity; a non-engine session (or an idx the engine doesn't headlessly resolve at a + /// wire idx — choice/copy/cross-side tokens, still wire-mined; see TODO(M-HC-4f) in PlayActionsHandler) falls back + /// to the mined map. A of 0 (no engine id AND no mined entry) means an un-synthesizable + /// play → null (no knownList; the play degrades to {playIdx,type}). + /// The wire-derived spellboost bookkeeping is retired — the engine owns 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). / are the LIVE (skill-applied) values the engine + /// resolved — prod always sends both on every knownList entry (clan int, tribe the comma-joined int string, "0" + /// for none). Prod's client reads cost straight into the card's cost model (NetworkBattleReceiver), so a + /// vanilla play resolves to its base cost and count 0. attachTarget stays "". public static KnownCardEntry? BuildPlayedCard( - IReadOnlyDictionary deckMap, int playIdx, object? orderList, + int playIdx, long cardId, object? orderList, int cost = 0, int spellboost = 0, int clan = 0, string tribe = "0") { - if (!deckMap.TryGetValue(playIdx, out var cardId)) return null; + if (cardId == 0) return null; // no engine id AND no mined/deck-map fallback → can't synthesize an identity var to = ExtractMoveTo(orderList, playIdx); if (to is null) return null; return new KnownCardEntry( diff --git a/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs b/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs index 0c8fc5c..a198da8 100644 --- a/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs +++ b/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs @@ -279,6 +279,29 @@ internal sealed class SessionBattleEngine return card?.SpellChargeCount ?? fallback; } + /// The engine-RESOLVED card identity (wire cardId) of the card whose engine Index == + /// on (M-HC-4f), read straight off + /// — the TRUE id the engine resolved during the conductor's + /// ShadowIngest (engine.Receive ran BEFORE this read). This is the authoritative identity for + /// EVERY card the engine seats, retiring the wire-mined idx→cardId bookkeeping for the played card: + /// + /// a DECK card carries its dealt id (the seeded shuffled-deck identity); + /// a GENERATED token carries the wire id CreateActualCard/ReplaceReceivedCards stamped on it + /// (M-HC-2 proved reveal seats the wire cardId); + /// a CHOICE/Discover token carries the CHOSEN id (M-HC-4c proved the chosen token lands with its true id); + /// a COPY/clone token carries the COPIED id (the engine copies the source card at baseIdx). + /// + /// Same post-resolution zone search + degrade-to- contract as + /// : no engine / no card → , so a non-engine session + /// (the single-active-engine gate left this session without an owned engine) keeps emitting the deck-map id via + /// the caller's fallback, never crashing. + public long PlayedCardId(bool playerSeat, int idx, long fallback = 0) + { + if (_mgr is null) return fallback; + var card = FindByIndex(Seat(playerSeat), idx); + return card is null ? fallback : card.CardId; + } + /// The engine-RESOLVED clan of the card whose engine Index == on /// (M-HC-4e), as the int ClanType ordinal prod sends on the /// knownList entry (e.g. clan:8 in the tk2 capture). Reads , whose @@ -307,8 +330,9 @@ internal sealed class SessionBattleEngine /// prod no-tribe form — NEVER empty, which is wire-illegal: prod always sends tribe as a non-empty string, /// the client reads it via item.Value.ToString() at NetworkBattleReceiver.cs:2382). The degrade is /// LIVE, not dead: a second concurrent battle that loses the single-active-engine gate has _mgr is null - /// yet still emits a knownList entry (KnownListBuilder.BuildPlayedCard gates on the deck map, not engine - /// ownership), so this path must hand back a legal wire value. + /// yet still emits a knownList entry (the handler resolves the identity via the deck-map/mined fallback when + /// the engine read degrades, so BuildPlayedCard still synthesizes an entry), so this path must hand back a + /// legal wire value. public string PlayedCardTribe(bool playerSeat, int idx, string fallback = "0") { if (_mgr is null) return fallback; diff --git a/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs b/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs index 589dcb7..4353758 100644 --- a/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs +++ b/SVSim.UnitTests/BattleNode/Integration/CaptureConformanceTests.cs @@ -282,7 +282,7 @@ public class CaptureConformanceTests } } }; - var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(deckMap, 17, orderList); + var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(17, deckMap[17], orderList); Assert.That(entry, Is.Not.Null); var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody( @@ -333,7 +333,7 @@ public class CaptureConformanceTests new Dictionary { ["move"] = new Dictionary { ["idx"] = new List { 38L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 20L } }, }; - var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(map, 38, playOrderList); + var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(38, map[38], playOrderList); Assert.That(entry, Is.Not.Null, "the mined token resolves to a knownList entry"); var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody( @@ -456,7 +456,7 @@ public class CaptureConformanceTests } }; - var played = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(deckMap, 18, orderList); + var played = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(18, deckMap[18], orderList); var keyActionOut = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.StripKeyActionForOpponent(keyActionIn); var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody( PlayIdx: 18, Type: 30, KnownList: new[] { played! }, OppoTargetList: null, KeyAction: keyActionOut); @@ -520,7 +520,7 @@ public class CaptureConformanceTests new Dictionary { ["move"] = new Dictionary { ["idx"] = new List { 46L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 20L } }, }; - var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(map, 46, playOrderList); + var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(46, map[46], playOrderList); Assert.That(entry, Is.Not.Null, "the mined choice pick resolves to a knownList entry"); var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody( diff --git a/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs b/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs index ba7b78f..7b37fa6 100644 --- a/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs +++ b/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs @@ -1285,6 +1285,117 @@ public class HeadlessConductorTests Assert.That(body.KnownList[0].Tribe, Is.Not.EqualTo("0"), "non-vacuity: tribe must not be the \"0\" default"); } + // === M-HC-4f: engine-resolved token identity (cardId) on the knownList ========================= + // + // The opponent-facing knownList[].cardId is now ENGINE-sourced (PlayActionsHandler reads + // SessionBattleEngine.PlayedCardId off the resolved card). These tests prove the engine carries the TRUE + // id for each token case the retired wire-mining used to handle — deck card, generated/substituted token, + // and choice/Discover token — so the wire-mined idx→cardId bookkeeping for the PLAYED card is redundant. + // (The deck-map remains as the non-engine-session fallback.) + + [Test] + public void PlayedCardId_reads_engine_resolved_deck_card_id() + { + // BASELINE (proves the read mechanism): a plain DECK card. Play it and assert PlayedCardId returns the + // seeded deck id — the same value the deck-map fallback would have supplied, read off the engine. + var deck = new List { NodeNativeBattleHarness.VanillaFollowerId }; + deck.AddRange(NodeNativeBattleHarness.DefaultDeck()); + deck = deck.GetRange(0, 30); + using var harness = NodeNativeBattleHarness.Create(seatADeck: deck); + + Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal"); + int playIdx = harness.PlayerHandCardIndex(0); + long dealtId = harness.HandCardId(playerSeat: true, handPos: 0); // the engine-seated deck identity at this idx + Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(playIdx), isPlayerSeat: true).Accepted, + Is.True, "deck-card play"); + + Assert.That(harness.PlayedCardId(playerSeat: true, idx: playIdx), Is.EqualTo(dealtId), + "PlayedCardId must return the engine-resolved deck card identity"); + // Cross-check against the deck-map (the retired path's source) so we KNOW the engine read is equivalent + // for a deck card — the behavior-preserving guarantee for the common case. + Assert.That(dealtId, Is.EqualTo(harness.SeatADeck[playIdx - 1]), + "the dealt id equals the node's shuffled deck-map id at this idx (engine read == deck-map fallback)"); + } + + [Test] + public void PlayedCardId_degrades_to_fallback_for_unknown_idx() + { + // Graceful degradation (mirrors PlayedCardCost_degrades_*): a non-engine session / unmapped idx returns + // the caller's fallback — the deck-map id the handler hands in — never crashing. + using var harness = NodeNativeBattleHarness.Create(); + Assert.That(harness.PlayedCardId(playerSeat: true, idx: 9999, fallback: 424242L), Is.EqualTo(424242L)); + } + + [Test] + public void PlayedCardId_reads_substituted_token_identity_off_the_board() + { + // GENERATED/SUBSTITUTED TOKEN: M-HC-2 proved a reveal seats the WIRE cardId (overriding the seeded id) + // via CreateActualCard. This proves PlayedCardId then reads that TRUE id off the resolved card — so a + // later play of a generated token reveals its real identity engine-sourced, NOT the wire-mined map. + // Reuse the substitution fixture: seat B's deck is uniformly Z; the reveal substitutes W at idx 1. + const long Z = NodeNativeBattleHarness.VanillaFollowerId; // seeded identity + const long W = NodeNativeBattleHarness.AltVanillaFollowerId; // the wire (revealed) identity + var seatBDeck = Enumerable.Repeat(Z, 30).ToList(); + using var harness = NodeNativeBattleHarness.Create(seatBDeck: seatBDeck); + + Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal"); + Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap"); + Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready"); + Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnStart"); + Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnEnd"); + Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted, Is.True, "turn2 TurnStart (B)"); + + Assert.That(harness.Push(NetworkBattleUri.PlayActions, RevealPlayBody(idx: 1, cardId: W), isPlayerSeat: false).Accepted, + Is.True, "seat B reveal-play"); + int boardIdx = harness.InPlayCardIndex(playerSeat: false, boardPos: 0); + + // THE assertion: PlayedCardId reads the SUBSTITUTED wire id W off the resolved board card, not the seeded Z. + Assert.That(harness.PlayedCardId(playerSeat: false, idx: boardIdx), Is.EqualTo(W), + "PlayedCardId must read the engine-seated (substituted) wire cardId, not the seeded deck id"); + Assert.That(harness.PlayedCardId(playerSeat: false, idx: boardIdx), Is.Not.EqualTo(Z), + "non-vacuity: the read is the wire id, NOT the seeded identity at that idx"); + } + + [Test] + [Explicit("M-HC-4f UNPROVEN case: the engine's autonomous token_draw seats the chosen token at engine " + + "Index 0 headless (NOT a wire idx past the deck), so PlayedCardId cannot address it by idx — it " + + "would collide with the leader (also Index 0). This test DOCUMENTS the gap that keeps " + + "MineChoicePicks wire-mining alive (see TODO(M-HC-4f) in PlayActionsHandler). Run explicitly to " + + "re-verify the gap; it asserts the FINDING (Index 0), not a passing engine read.")] + public void PlayedCardId_choice_token_seats_at_index_zero_headless_GAP() + { + // CHOICE/Discover TOKEN — the case the engine does NOT resolve at a wire idx headless. Playing the choice + // card (127011010) and choosing token B (120011010) lands it in hand with the correct IDENTITY, but at + // engine Index 0 (the autonomous token_draw skill path, not the wire add-op/replace path the relay uses). + // PlayedCardId(seat, 0) would therefore read the LEADER (Index 0), not the token — so the engine cannot + // replace MineChoicePicks for this case. (In a real relay the token rides a wire add op that seats a dummy + // at a non-zero idx, then a replace substitutes the real id there — a path not reproducible cheaply here.) + var seatADeck = Enumerable.Repeat(NodeNativeBattleHarness.ChoiceCardId, 30).ToList(); + using var harness = NodeNativeBattleHarness.Create(seatADeck: seatADeck); + + Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal"); + Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap"); + Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready"); + Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnStart"); + + int choiceIdx = harness.HandCardIndex(playerSeat: true, handPos: 0); + const long chosen = NodeNativeBattleHarness.ChoiceTokenB; // 120011010 + Assert.That(harness.Push(NetworkBattleUri.PlayActions, + NodeNativeBattleHarness.ChoicePlayBody(choiceIdx, NodeNativeBattleHarness.ChoiceCardId, chosen), + isPlayerSeat: true).Accepted, + Is.True, "choice play (chose token B)"); + + // The chosen token IS in hand with the right identity (M-HC-4c proved this) ... + int tokenIdx = -1; + for (int i = 0; i < harness.HandCount(playerSeat: true); i++) + if (harness.HandCardId(playerSeat: true, i) == (int)chosen) { tokenIdx = harness.HandCardIndex(playerSeat: true, i); break; } + Assert.That(tokenIdx, Is.GreaterThanOrEqualTo(0), "the chosen token (B) must be in seat A's hand"); + + // ... but its engine Index is 0 — the documented gap. PlayedCardId(seat, 0) reads the leader, not the token. + Assert.That(tokenIdx, Is.EqualTo(0), + "FINDING: the autonomous token_draw seats the chosen token at engine Index 0 headless — not addressable by a wire idx"); + } + // The hand POSITION (0-based) of the seat-A hand card with the given engine Index, or -1. Lets a test // re-derive a HandCardId(seat, pos) lookup from an engine Index it already located by identity. private static int FindHandPosByEngineIdx(NodeNativeBattleHarness harness, int engineIdx) diff --git a/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs b/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs index 434e8d7..4634df3 100644 --- a/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs +++ b/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs @@ -242,6 +242,12 @@ internal sealed class NodeNativeBattleHarness : IDisposable public int DeckCount(bool playerSeat) => Engine.DeckCount(playerSeat); public int Turn(bool playerSeat) => Engine.Turn(playerSeat); + /// The engine-resolved wire cardId of the card at engine on the + /// given seat (M-HC-4f). Pass-through to SessionBattleEngine.PlayedCardId — the TRUE id the engine + /// seated (deck id / token id / chosen-token id / copied id), the value the handler now sources for the + /// opponent-facing knownList instead of the wire-mined map. + public long PlayedCardId(bool playerSeat, int idx, long fallback = 0) => Engine.PlayedCardId(playerSeat, idx, fallback); + /// The engine Index of seat A's hand card at (the playIdx a /// Play frame would carry to play it). public int PlayerHandCardIndex(int handPos) => Engine.HandCardIndex(playerSeat: true, handPos); diff --git a/SVSim.UnitTests/BattleNode/Sessions/KnownListBuilderTests.cs b/SVSim.UnitTests/BattleNode/Sessions/KnownListBuilderTests.cs index 3c04cb9..2787495 100644 --- a/SVSim.UnitTests/BattleNode/Sessions/KnownListBuilderTests.cs +++ b/SVSim.UnitTests/BattleNode/Sessions/KnownListBuilderTests.cs @@ -62,19 +62,19 @@ public class KnownListBuilderTests } [Test] - public void BuildPlayedCard_returns_null_for_deck_card_with_no_matching_move_op() + public void BuildPlayedCard_returns_null_for_card_with_no_matching_move_op() { - // idx is in the deck, but the orderList has no move op for it → can't synthesize. - var deckMap = new Dictionary { [3] = 128821011L }; - var entry = KnownListBuilder.BuildPlayedCard(deckMap, playIdx: 3, orderList: OrderListMove(7, 10, 20)); + // A resolved cardId, but the orderList has no move op for the played idx → can't synthesize. + var entry = KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 128821011L, orderList: OrderListMove(7, 10, 20)); Assert.That(entry, Is.Null); } [Test] - public void BuildPlayedCard_synthesizes_entry_for_deck_card() + public void BuildPlayedCard_synthesizes_entry_from_engine_sourced_cardId() { - var deckMap = new Dictionary { [3] = 128821011L }; - var entry = KnownListBuilder.BuildPlayedCard(deckMap, playIdx: 3, orderList: OrderListMove(3, 10, 20)); + // M-HC-4f: the handler resolves the cardId engine-first (PlayedCardId, deck-map/mined fallback) and passes + // it in; BuildPlayedCard lands it on the entry verbatim. + var entry = KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 128821011L, orderList: OrderListMove(3, 10, 20)); Assert.That(entry, Is.Not.Null); Assert.That(entry!.Idx, Is.EqualTo(3)); @@ -90,8 +90,7 @@ public class KnownListBuilderTests { // M-HC-3a: the handler reads the engine-resolved play-time cost and passes it in; BuildPlayedCard // lands it on the entry verbatim. (A wrong cost yields a different field — non-vacuity.) - var deckMap = new Dictionary { [3] = 101314020L }; - var entry = KnownListBuilder.BuildPlayedCard(deckMap, playIdx: 3, orderList: OrderListMove(3, 10, 20), cost: 3); + var entry = KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 101314020L, orderList: OrderListMove(3, 10, 20), cost: 3); Assert.That(entry, Is.Not.Null); Assert.That(entry!.Cost, Is.EqualTo(3)); } @@ -102,17 +101,17 @@ public class KnownListBuilderTests // M-HC-3b: the handler reads the engine-resolved spell-charge count // (SessionBattleEngine.PlayedCardSpellboost) and passes it in; BuildPlayedCard lands it on the // entry verbatim. (Default 0 vs a non-zero value is the non-vacuity.) - var deckMap = new Dictionary { [3] = 101314020L }; - var entry = KnownListBuilder.BuildPlayedCard(deckMap, playIdx: 3, orderList: OrderListMove(3, 10, 20), cost: 3, spellboost: 2); + var entry = KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 101314020L, orderList: OrderListMove(3, 10, 20), cost: 3, spellboost: 2); Assert.That(entry, Is.Not.Null); Assert.That(entry!.Spellboost, Is.EqualTo(2)); } [Test] - public void BuildPlayedCard_returns_null_for_token_idx_not_in_deck() + public void BuildPlayedCard_returns_null_for_zero_cardId() { - var deckMap = new Dictionary { [3] = 128821011L }; - var entry = KnownListBuilder.BuildPlayedCard(deckMap, playIdx: 31, orderList: OrderListMove(31, 10, 20)); + // M-HC-4f: cardId 0 means the engine resolved no id AND the deck-map/mined fallback had no entry for the + // idx → un-synthesizable identity → null (the play degrades to {playIdx,type}, no knownList). + var entry = KnownListBuilder.BuildPlayedCard(playIdx: 31, cardId: 0L, orderList: OrderListMove(31, 10, 20)); Assert.That(entry, Is.Null); } @@ -121,8 +120,7 @@ public class KnownListBuilderTests { // A vanilla play emits spellboost 0 (the engine resolves no spell-charge for a non-boosted card, // so the handler's PlayedCardSpellboost read is 0 and the param defaults to 0). - var deckMap = new Dictionary { [3] = 101311010L }; - Assert.That(KnownListBuilder.BuildPlayedCard(deckMap, 3, OrderListMove(3, 10, 20))!.Spellboost, Is.EqualTo(0)); + Assert.That(KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 101311010L, orderList: OrderListMove(3, 10, 20))!.Spellboost, Is.EqualTo(0)); } [Test] @@ -131,9 +129,8 @@ public class KnownListBuilderTests // M-HC-4e: the handler reads the engine-resolved clan/tribe // (SessionBattleEngine.PlayedCardClan / PlayedCardTribe) and passes them in; BuildPlayedCard lands // them on the entry verbatim. (A wrong clan/tribe yields a different field — non-vacuity.) - var deckMap = new Dictionary { [3] = 101314020L }; var entry = KnownListBuilder.BuildPlayedCard( - deckMap, playIdx: 3, orderList: OrderListMove(3, 10, 20), cost: 3, spellboost: 2, clan: 8, tribe: "7,16"); + playIdx: 3, cardId: 101314020L, orderList: OrderListMove(3, 10, 20), cost: 3, spellboost: 2, clan: 8, tribe: "7,16"); Assert.That(entry, Is.Not.Null); Assert.That(entry!.Clan, Is.EqualTo(8)); Assert.That(entry.Tribe, Is.EqualTo("7,16")); @@ -145,8 +142,7 @@ public class KnownListBuilderTests // A play whose engine read degraded (single-active-engine gate: _mgr null → the accessor fallback) // emits clan 0 (ClanType.ALL ordinal) and tribe "0" (the prod no-tribe form, NEVER empty — // empty is wire-illegal). The param defaults match the accessor fallbacks. - var deckMap = new Dictionary { [3] = 101311010L }; - var entry = KnownListBuilder.BuildPlayedCard(deckMap, 3, OrderListMove(3, 10, 20)); + var entry = KnownListBuilder.BuildPlayedCard(playIdx: 3, cardId: 101311010L, orderList: OrderListMove(3, 10, 20)); Assert.That(entry, Is.Not.Null); Assert.That(entry!.Clan, Is.EqualTo(0)); Assert.That(entry.Tribe, Is.EqualTo("0"));