feat(battle-engine M13): M3 spell emits PlayActions headless via OperateMgr -> NetworkBattleSender (O1 read = GO)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 12:23:51 -04:00
parent 25e9ae9573
commit ac0886389a
5 changed files with 179 additions and 11 deletions

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@@ -0,0 +1,62 @@
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M13 (hub O1, deterministic): the first headless observation of the EMIT path. Drive the proven M3
// fixed-damage spell (900124030) through mgr.OperateMgr.PlayCard on a NetworkBattleManagerBase-derived
// mgr and confirm the engine reaches its emission path (RealTimeNetworkAgent.OnEmit fires PlayActions)
// without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle.
// Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred.
[TestFixture]
public class EmitPathReadOracleTests
{
// Reset the process globals this fixture mutates so no later fixture inherits them:
// - ToolboxGame.RealTimeNetworkAgent: the injected agent (the solo oracles don't read it, but
// clearing it is defensive, mirroring RandomDrawOracleTests.ResetRandomDrawGate).
// - BattleManagerBase.IsForecast: the network emit harness sets this FALSE (the emit path needs it);
// every solo oracle and EnsureInitialized assume it TRUE. EnsureInitialized only sets it once
// (guarded), so without restoring it here a solo fixture running after this one would see
// IsForecast=false and un-suppressed VFX. Restore the EnsureInitialized default.
[TearDown]
public void ResetGlobals()
{
Wizard.ToolboxGame.SetRealTimeNetworkBattle(null);
BattleManagerBase.IsForecast = true;
}
[Test]
public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing()
{
var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle();
var player = mgr.BattlePlayer;
var enemy = mgr.BattleEnemy;
int leaderLifeBefore = enemy.Class.Life;
var spell = HeadlessEngineEnv.CreateHeadlessHandCard(
HeadlessEngineEnv.SpellId, index: 1, isPlayer: true, mgr);
player.HandCardList.Add(spell);
int cost = spell.Cost;
player.Pp = 10;
Assert.DoesNotThrow(
() => mgr.OperateMgr.PlayCard(spell, isPlayer: true, selectCards: null),
"OperateMgr.PlayCard threw driving the M3 spell through the emit path");
Assert.Multiple(() =>
{
// Emit reached: OnEmit fired with PlayActions (the O1 liveness signal).
Assert.That(emitted, Does.Contain(NetworkBattleDefine.NetworkBattleURI.PlayActions),
"the engine did not reach a PlayActions emit");
// State intact vs the M3 direct-path oracle.
Assert.That(enemy.Class.Life, Is.EqualTo(leaderLifeBefore - 3), "enemy leader should take 3");
Assert.That(player.Pp, Is.EqualTo(10 - cost), "PP should be paid");
Assert.That(player.HandCardList, Does.Not.Contain(spell), "spell should leave the hand");
Assert.That(player.CemeteryList, Does.Contain(spell), "spell should land in the cemetery");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(spell), "a spell does not occupy the board");
});
}
}
}

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@@ -216,6 +216,16 @@ namespace SVSim.BattleEngine.Tests
new System.Collections.Generic.Dictionary<string, object> { ["fieldId"] = 1 }, new System.Collections.Generic.Dictionary<string, object> { ["fieldId"] = 1 },
isWatchReplayRecovery: false); isWatchReplayRecovery: false);
GameMgr.GetIns().SetNetworkUserInfoData(netUser); GameMgr.GetIns().SetNetworkUserInfoData(netUser);
// The network emit path's payload builder (RealTimeNetworkAgent.CreateEmitData) reads
// Cute.Certification.Udid (RealTimeNetworkAgent.cs:1407). The Udid getter lazily decodes from
// Toolbox.SavedataManager (Certification.cs:35), which is null headless. Seed the private static
// backing field with a non-empty placeholder so the getter short-circuits before touching the
// savedata manager. The value is opaque to the engine (it's just echoed into the emit dict).
typeof(Cute.Certification)
.GetField("udid", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic)
.SetValue(null, "headless-udid");
_done = true; _done = true;
} }
@@ -353,8 +363,24 @@ namespace SVSim.BattleEngine.Tests
{ {
EnsureInitialized(); // sets IsForecast = true among other globals EnsureInitialized(); // sets IsForecast = true among other globals
var mgr = new HeadlessNetworkBattleMgr(new HeadlessContentsCreator(), rng); var mgr = new HeadlessNetworkBattleMgr(new HeadlessContentsCreator(), rng);
mgr.IsRecovery = true; // collapse wait delays to 0 (F1) // NOTE: IsRecovery is left FALSE here (unlike the solo NewAuthoritativeBattle). The network
// emit path is gated on !IsRecovery in BOTH places: NetworkStandardBattleMgr.SendPlayCard
// (NetworkStandardBattleMgr.cs:155) and the OnSetCardComplete->SendPlayCard subscription in
// SetUpNetworkOperateEvent (NetworkBattleManagerBase.cs:927, which early-returns under
// IsRecovery). With IsRecovery=true the play would resolve state but never emit. (The solo
// NewAuthoritativeBattle uses IsRecovery=true only to collapse VFX wait delays; here the no-op
// view shims absorb the real view layer instead — see the IsForecast=false block below.)
// IsForecast MUST be false on the network emit path. BattleManagerBase.IsVirtualBattle is
// `=> IsForecast` (BattleManagerBase.cs:657), and NetworkStandardBattleMgr.SendPlayCard is gated
// on `!IsVirtualBattle` (NetworkStandardBattleMgr.cs:155) — under IsForecast=true the play
// resolves state but the emit is suppressed. EnsureInitialized leaves IsForecast=true (correct
// for the direct-ActionProcessor solo oracles, where it suppresses VFX); clear it here so the
// genuine emit fires. The cost is that VFX registration is no longer short-circuited, so the
// play exercises the real view layer — those view touches are satisfied by the no-op view shims
// (InitCardTemplates, the HandView/DetailPanel fills below). M3's damage is literal, immune to
// any play-count bump the OperateMgr path adds vs the direct path.
BattleManagerBase.IsForecast = false;
var player = mgr.BattlePlayer; var player = mgr.BattlePlayer;
var enemy = mgr.BattleEnemy; var enemy = mgr.BattleEnemy;
SetField(player, "_opponentBattlePlayer", enemy); SetField(player, "_opponentBattlePlayer", enemy);
@@ -364,6 +390,12 @@ namespace SVSim.BattleEngine.Tests
InitLeaderLife(mgr); // a 0-life leader reads as game-over and blocks plays InitLeaderLife(mgr); // a 0-life leader reads as game-over and blocks plays
InitCardTemplates(mgr); // play/draw VFX touches the card view layer InitCardTemplates(mgr); // play/draw VFX touches the card view layer
// The OperateMgr emit path runs SetupActionProcessorEvent (skipped by the direct-ActionProcessor
// solo oracles), which subscribes BattleMgr.DetailMgr.DetailPanelControl.UpdateCardDescriptionOnEvent
// to OnPlayComplete (BattlePlayerBase.cs:1431). DetailMgr is created in CreateManager but its
// DetailPanelControl (a UI control) is null headless. Seed the engine's own NullDetailPanelControl
// no-op so the play-complete event resolves without touching the UI.
mgr.DetailMgr.DetailPanelControl = new NullDetailPanelControl();
// Inject a headless RealTimeNetworkAgent so NetworkBattleSender's ToolboxGame.RealTimeNetworkAgent // Inject a headless RealTimeNetworkAgent so NetworkBattleSender's ToolboxGame.RealTimeNetworkAgent
// .* calls resolve, and subscribe OnEmit. GetUninitializedObject skips the MonoBehaviour Awake. // .* calls resolve, and subscribe OnEmit. GetUninitializedObject skips the MonoBehaviour Awake.
@@ -376,6 +408,25 @@ namespace SVSim.BattleEngine.Tests
// public setter runs cleanly headless. Prepared (50) is the real enum member (RealTimeNetworkAgent.cs:35). // public setter runs cleanly headless. Prepared (50) is the real enum member (RealTimeNetworkAgent.cs:35).
agent.SetCurrentMatchingStatus(RealTimeNetworkAgent.MatchingStatus.Prepared); agent.SetCurrentMatchingStatus(RealTimeNetworkAgent.MatchingStatus.Prepared);
// EmitMsgPack -> AddActionSequence (RealTimeNetworkAgent.cs:1773, fired for the PlayActions URI)
// does `_gungnir._actionSequenceNum++` and `NetworkLogger.LogInfo(...)`. On the
// GetUninitializedObject agent both are null (the real ctor builds them at :289/:301). Seed an
// uninitialized Gungnir (its ctor news a ConnectionReporter + Ticks — unneeded; AddActionSequence
// only touches the int counter) and the engine's own NetworkNullLogger no-op so the action-seq
// bookkeeping runs without crashing. Neither drives game state.
SetField(agent, "_gungnir",
System.Runtime.Serialization.FormatterServices.GetUninitializedObject(typeof(Gungnir)));
SetProperty(agent, "NetworkLogger", new NetworkNullLogger());
// Suppress the actual socket transmission. After OnEmit fires (RealTimeNetworkAgent.cs:1270, the
// O1 liveness signal), EmitMsgPack -> EmitMsgUriPack reaches the stockEmitMessageMgr / _manager.Socket
// network I/O (RealTimeNetworkAgent.cs:1444+/1487) — none of which exists headless. The engine's
// OWN _notEmit flag (set in recovery/replay) short-circuits EmitMsgUriPack at :1438 BEFORE any of
// that, so the emit stays genuine (OnEmit already fired through the real send path) while the
// byte-push is skipped. This is the only honest way to terminate the path headless: we are NOT
// faking OnEmit, only declining to open a socket we cannot open.
SetField(agent, "_notEmit", true);
var emitted = new System.Collections.Generic.List<NetworkBattleDefine.NetworkBattleURI>(); var emitted = new System.Collections.Generic.List<NetworkBattleDefine.NetworkBattleURI>();
agent.OnEmit += uri => emitted.Add(uri); agent.OnEmit += uri => emitted.Add(uri);
Wizard.ToolboxGame.SetRealTimeNetworkBattle(agent); Wizard.ToolboxGame.SetRealTimeNetworkBattle(agent);
@@ -393,6 +444,25 @@ namespace SVSim.BattleEngine.Tests
$"{obj.GetType().Name} has no field '{name}'"); $"{obj.GetType().Name} has no field '{name}'");
f.SetValue(obj, value); f.SetValue(obj, value);
} }
// Set a property whose setter is non-public (e.g. RealTimeNetworkAgent.NetworkLogger has a
// protected setter). Walks the type hierarchy because the declaring type may be a base class.
private static void SetProperty(object obj, string name, object value)
{
var t = obj.GetType();
System.Reflection.PropertyInfo p = null;
while (t != null && p == null)
{
p = t.GetProperty(name,
System.Reflection.BindingFlags.Instance |
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Public);
t = t.BaseType;
}
if (p == null) throw new System.InvalidOperationException(
$"{obj.GetType().Name} has no property '{name}'");
p.SetValue(obj, value);
}
} }
// Test-side replica of the engine's own StandardBattleMgrContentsCreator (the practice/solo // Test-side replica of the engine's own StandardBattleMgrContentsCreator (the practice/solo

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@@ -1,17 +1,19 @@
using Wizard.BattleMgr;
namespace SVSim.BattleEngine.Rng namespace SVSim.BattleEngine.Rng
{ {
// The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission // The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission
// lives on NetworkBattleManagerBase (NetworkBattleSender's ctor demands one), so the M13 emit read // lives on the NetworkBattleSender, and the *override that actually invokes it* (SendPlayCard ->
// needs this subclass; HeadlessBattleMgr : SingleBattleMgr cannot reach the sender. RNG overrides are // NetworkSender.SendPlayCard) lives on NetworkStandardBattleMgr, NOT NetworkBattleManagerBase: the
// identical to HeadlessBattleMgr (the same BattleManagerBase virtuals + RandomSourceBridge), so the // base SendPlayCard is an empty virtual no-op (NetworkBattleManagerBase.cs:598). NetworkStandardBattleMgr
// M14 rand-list emit reuses this mgr unchanged. M13's deterministic card never exercises a roll. // is the production standard-PvP mgr; its ctor also creates the NetworkSender (NetworkStandardBattleMgr.cs:92),
public sealed class HeadlessNetworkBattleMgr : NetworkBattleManagerBase // so no manual sender wiring is needed here. Extending the base instead would resolve state but never
// emit (spec §7 risk 2a). RNG overrides are identical to HeadlessBattleMgr (the same BattleManagerBase
// virtuals + RandomSourceBridge), so the M14 rand-list emit reuses this mgr unchanged. M13's
// deterministic card never exercises a roll.
public sealed class HeadlessNetworkBattleMgr : NetworkStandardBattleMgr
{ {
private readonly IRandomSource _rng; private readonly IRandomSource _rng;
public HeadlessNetworkBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null) public HeadlessNetworkBattleMgr(Wizard.BattleMgr.IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
: base(contentsCreator) : base(contentsCreator)
{ {
_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed); _rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);

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@@ -212,7 +212,10 @@ namespace Wizard.Battle.View {
ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; } ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; } GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; }
bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; } bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; }
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => default!; } // HEADLESS FILL (M13): generator emitted `default!` (null); the OperateMgr emit path calls
// BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422). Redirect to a shared no-op
// HandViewBase so the presentation call is a safe no-op (the played card is never in its list).
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => global::Wizard.Battle.View.HeadlessHandViewStub.Instance; }
HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; } HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; } BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; } GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
@@ -312,7 +315,10 @@ namespace Wizard.Battle.View {
ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; } ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; } GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; }
bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; } bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; }
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => default!; } // HEADLESS FILL (M13): generator emitted `default!` (null); the OperateMgr emit path calls
// BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422). Redirect to a shared no-op
// HandViewBase so the presentation call is a safe no-op (the played card is never in its list).
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => global::Wizard.Battle.View.HeadlessHandViewStub.Instance; }
HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; } HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; } BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; } GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }

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@@ -0,0 +1,28 @@
// AUTHORED SHIM (not copied). A non-null no-op HandViewBase the headless emit path needs.
//
// On the OperateMgr/network play path, BattlePlayerBase.SetupActionProcessorEvent subscribes an
// OnBeforePlayCard handler that calls BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422) —
// a pure presentation-layer hand-card removal. The m1_stub_gen generated IBattlePlayerView.HandView getter
// returns default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
// (SetupActionProcessorEvent is OperateMgr-only). Seed a single shared no-op HandViewBase whose card-view
// list is non-null so RemoveCardFromView is a safe no-op (the played card is never in this view's list, so
// the abstract RearrangeHand is never reached). Nothing here touches game state.
using UnityEngine;
namespace Wizard.Battle.View
{
public sealed class HeadlessHandViewStub : HandViewBase
{
// Shared instance the generated IBattlePlayerView.HandView getters return headless.
public static readonly HeadlessHandViewStub Instance = new HeadlessHandViewStub();
// Base param ctor initializes the protected _battleCardViewList (the default ctor leaves it null,
// which RemoveCardFromView would NRE on). CreateHandControl is overridden to a null no-op below.
public HeadlessHandViewStub() : base(null, null) { }
protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
}
}