refactor(battlenode): engine-first token identity (cardId); keep wire-mining fallback (M-HC-4f, partial)
Source the played card's opponent-facing knownList[].cardId off the shadow engine (SessionBattleEngine.PlayedCardId -> BattleCardBase.CardId), engine-first with the wire-mined idx->cardId map as the fallback. PROVEN engine-resolved (each backed by a HeadlessConductorTests PlayedCardId_* test): deck cards and receive-path substituted/ revealed tokens (engine seats the wire id at the wire idx). PARTIAL retirement: the wire-mining bookkeeping (MineAddOps/MineChoicePicks/MineCopyTokens + Record*From) is KEPT as the load-bearing fallback. The choice/Discover, copy/clone and cross-side (isSelf:0) token cases are NOT proven to resolve at a wire idx headless — the autonomous token_draw path seats a chosen token at engine Index 0 (would collide with the leader), and copy/cross-side aren't cheaply fixturable. Deleting their mining on faith would silently corrupt opponent reveals, so it stays behind a TODO(M-HC-4f) gate. - SessionBattleEngine.PlayedCardId: new accessor mirroring PlayedCardClan/Tribe. - BuildPlayedCard: signature deckMap->explicit cardId; null on cardId==0 (no engine id AND no mined/deck-map fallback). - PlayActionsHandler: cardId = engine.PlayedCardId(seat, idx, fallback: mapped) ; mining retained. - Tests: PlayedCardId_* (deck/substituted/degrade pass; choice-gap [Explicit] documents the Index-0 finding). KnownListBuilder + CaptureConformance call-sites updated to new signature. Full BattleNode suite 263/263 green; HeadlessConductorTests 27/27; drift clean; no Engine edits. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -282,7 +282,7 @@ public class CaptureConformanceTests
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}
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}
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};
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var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(deckMap, 17, orderList);
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var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(17, deckMap[17], orderList);
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Assert.That(entry, Is.Not.Null);
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var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody(
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@@ -333,7 +333,7 @@ public class CaptureConformanceTests
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new Dictionary<string, object?> { ["move"] = new Dictionary<string, object?>
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{ ["idx"] = new List<object?> { 38L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 20L } },
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};
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var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(map, 38, playOrderList);
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var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(38, map[38], playOrderList);
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Assert.That(entry, Is.Not.Null, "the mined token resolves to a knownList entry");
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var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody(
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@@ -456,7 +456,7 @@ public class CaptureConformanceTests
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}
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};
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var played = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(deckMap, 18, orderList);
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var played = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(18, deckMap[18], orderList);
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var keyActionOut = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.StripKeyActionForOpponent(keyActionIn);
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var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody(
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PlayIdx: 18, Type: 30, KnownList: new[] { played! }, OppoTargetList: null, KeyAction: keyActionOut);
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@@ -520,7 +520,7 @@ public class CaptureConformanceTests
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new Dictionary<string, object?> { ["move"] = new Dictionary<string, object?>
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{ ["idx"] = new List<object?> { 46L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 20L } },
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};
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var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(map, 46, playOrderList);
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var entry = SVSim.BattleNode.Sessions.Dispatch.KnownListBuilder.BuildPlayedCard(46, map[46], playOrderList);
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Assert.That(entry, Is.Not.Null, "the mined choice pick resolves to a knownList entry");
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var body = new SVSim.BattleNode.Protocol.Bodies.PlayActionsBroadcastBody(
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