fix(battlenode): shadow engine tracks live PvP wire-truth (full battle, multiple bid regressions)

Six distinct fixes accumulated over live-test iterations against four bids
(654473755566, 806245601092, 283192092460, 131549100204, 799755786270) — together
they take the shadow engine from "throws on the first non-mulligan play" to
"survives a full PvP battle, only weird-edge-case Unity touches still left to whack".

1. Engine StableRandom seed aligned with clients' Matched.seed
   (BattleSession.EnsureEngineSetup, NodeNativeBattleHarness.Create). Clients seed
   _stableRandom with BattleSeeds.Stable(masterSeed) (the value the node ships in
   Matched.seed); we were passing the RAW masterSeed to engine.Setup, so every
   StableRandom call diverged from call #1 onward — every turn-1+ draw picked a
   different deck position than the clients. Verified Stable(1184631275)=1543475792
   matches the wire on bid 654473755566.

2. SeedDeck advances cardTotalNum to deck.Count+1 + pins BattleStartDeckCardList.
   Mirrors SBattleLoad.InitPlayer's tail (SBattleLoad.cs:1292). Without it,
   skill-generated tokens auto-assigned Index 0,1,... and COLLIDED with deck-loaded
   indices 1..40 — silent until something addressed the deck card with the
   colliding Index (Hoverboarder at deck idx 1 + a token at engine Index 1 made
   GetBattleCardIdx's SingleOrDefault throw on bid 806245601092).

3. BattleCardView.GameObject lazily non-null in the shim (ViewUiTouchStubs.cs).
   The IsRecovery card-create delegate (NetworkBattleManagerBase.cs:379) passes
   null cardGameObject; Skill_metamorphose.cs:147 in the in-play branch then NRE'd
   on `metamorphosedCard.BattleCardView.GameObject.transform.rotation = identity`,
   a purely cosmetic touch with no game-state implication. Bid 283192092460:
   Petrification on a board follower.

4. TranslateChoiceKeyAction unwraps wrapped selectCard on shadow ingest
   (SessionBattleEngine.cs, sibling to TranslateTargetOwners). Live sender-send
   wires Choice plays as selectCard:{cardId:[...], open:0}; engine's
   ConvertToListInt does `value as List<object>` — a Dict casts to null and
   foreach NREs. The receiver's swallow-all catch (NetworkBattleReceiver.cs:1255)
   logs to Debug.LogError + LocalLog — both shimmed/no-op'd headlessly — and
   returns false, but Receive calls ReceivedMessage with checkBreakData:false so
   the false isn't propagated. The play continues with choiceIdList=[], the chosen
   branch never resolves, the played card stays in hand; a later targeted play
   (A's bounce on B's "board" idx 20) then can't find the target → NRE on null in
   ActionProcessor.PlayCard:407. Bid 131549100204: B's Resonance + A's bounce.
   Opponent-relay path is unaffected — node strips selectCard from broadcasts.

5. HeadlessHandViewStub overrides HandUnfocus/HandFocus/FocusRearrangeHandHand
   to return NullVfx. CreateHandControl returns null in headless; the base
   methods unconditionally deref `_handControl.SetHandState(...)`. A follower
   with a when_spell_play Heal trigger fired on its leader for amount 0 — even
   a 0-heal drives ApplyHealing → CreatePullHandInVfx → HandUnfocus → NRE.
   Bid 799755786270: two consecutive spell plays both crashed this stack.
   Added InternalsVisibleTo("SVSim.BattleEngine.Tests") so the shim-level
   regression tests can pin the no-op contracts directly.

Plus the previous-session fixes carried in this same uncommitted state
(see docs/superpowers/plans/2026-06-07-shadow-engine-desync-handoff.md):
  - doesPlayerGoFirst:true + mgr.IsFirst:true (turn-1 draw count correct
    per seat)
  - RecoveryOperationCollection.PlayHandCardOperation routes all type:30
    through PlaySkillSelectHandCardOperation (skips the two-phase user-select
    guard that aborts targeted spells in recovery)
  - ShadowFeed + ToRawBody: server-generated typed bodies (DealBody, etc.)
    converted to RawBody before engine.Receive (`env.Body as RawBody`
    returned null for typed bodies)
  - Ready idxChangeSeed seeds A's XorShift via the receiver; B's seed is
    injected via SeedOppoIdxChange (BattleSeeds.IdxChange + viewerId)
  - ReadySpin defaulted to 0 (was 243) — non-zero double-cranks the shadow
    which ingests BOTH sides' Ready frames on one stream

Test counts: SVSim.UnitTests 1054/1054, SVSim.BattleEngine.Tests 34/34.

Open: known-residual Unity touches are individual whack-a-mole now (per-card
skill edge cases), not the structural divergences fixed here.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-07 19:05:07 -04:00
parent 2a8c44a6d7
commit addeb021d2
22 changed files with 2263 additions and 62 deletions

View File

@@ -18,9 +18,13 @@ public class RecoveryOperationCollection : WatchOperationCollection
public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
{
List<NetworkBattleReceiver.TargetData> actionDictionary = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
BattlePlayerBase battlePlayer = _networkBattleMgr.GetBattlePlayer(_isPlayer);
CommonPlayHandCardOperation(networkPlayCardAction, battlePlayer, _isPlayer, actionDictionary, choiceIdList, isChoice);
// Route ALL recovery hand-plays through PlayAction (the type:31 PLAY_HAND_SELECT path).
// PlayAction resolves targets from the receiver's target data and calls PlayActionMove,
// which bypasses PlayMove's two-phase user-select guard (the guard that aborts on targeted
// spells with SendEcho+return, waiting for a follow-up type:31 frame that never comes in
// recovery/shadow mode). PlayAction is the path RecoveryOperationCollection already uses
// for type:31; unifying type:30 here makes all spell plays resolve headless.
PlaySkillSelectHandCardOperation(networkPlayCardAction, choiceIdList);
}
public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIds = null)

View File

@@ -18,4 +18,10 @@
<GenerateAssemblyInfo>true</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<!-- Test access to shim internals (HeadlessHandViewStub, etc.) so headless-shim regression tests
can pin the no-op contracts directly without an end-to-end battle setup. -->
<InternalsVisibleTo Include="SVSim.BattleEngine.Tests" />
</ItemGroup>
</Project>

View File

@@ -9,6 +9,7 @@
// the abstract RearrangeHand is never reached). Nothing here touches game state.
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
@@ -24,5 +25,24 @@ namespace Wizard.Battle.View
protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
// HEADLESS-FIX: with CreateHandControl returning null, the base implementations of
// HandUnfocus/HandFocus/FocusRearrangeHandHand (HandViewBase.cs:124/133/142) NRE on
// `_handControl.SetHandState(...)`. These are PURE PRESENTATION methods — they ease the hand
// cards in/out visually as a side effect of leader healing, spell selection, etc. — with no
// game-state implications, so the safe headless behavior is a no-op returning NullVfx.
//
// Live regression: bid 799755786270 (2026-06-07). A follower with a `when_spell_play` Heal
// trigger fired on its leader for 0 (the trigger fires regardless of heal amount, and even a
// 0-heal still drives `ApplyHealing` → `CreatePullHandInVfx` → `HandView.HandUnfocus()`
// unconditionally per ClassBattleCardBase.cs:234/239). Stack:
// Skill_heal.Start → ClassBattleCardBase.ApplyHealing → CreatePullHandInVfx
// → HandViewBase.HandUnfocus → NRE on null _handControl.
// Same pattern as the metamorphose-NRE shim fix (ViewUiTouchStubs.cs's
// BattleCardView.GameObject lazy non-null): production Unity touches that the headless
// engine needs to no-op rather than throw.
public override VfxBase HandUnfocus() => NullVfx.GetInstance();
public override VfxBase HandFocus() => NullVfx.GetInstance();
public override VfxBase FocusRearrangeHandHand() => NullVfx.GetInstance();
}
}

View File

@@ -28,7 +28,23 @@ namespace Wizard.Battle.View
new InPlayCardFrameEffectControl(null, null, null);
// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
public virtual UnityEngine.GameObject GameObject { get; protected set; }
//
// HEADLESS-FIX: lazily non-null GameObject so unguarded Unity touches on the IsRecovery
// path resolve as no-ops instead of NRE-ing on the shim's null default. Matches the
// existing Component.gameObject lazy pattern (UnityShim.cs:94). The IsRecovery card-create
// delegate (NetworkBattleManagerBase.cs:379) passes null for cardGameObject, which left
// BattleCardView.GameObject null and caused Skill_metamorphose.cs:147 (the in-play
// metamorphose branch — Petrification etc.) to NRE on
// `metamorphosedCard.BattleCardView.GameObject.transform.rotation = Quaternion.identity`,
// a purely cosmetic transform reset; making it a no-op preserves the surrounding state
// mutations (ReplaceInPlay, SetUpInplay, FlagCardAsDestroyedBySkill, RemoveFromInPlay).
// Live regression: bid 283192092460, A's Petrification on B's in-play card idx 1.
private UnityEngine.GameObject _gameObject;
public virtual UnityEngine.GameObject GameObject
{
get => _gameObject ??= new UnityEngine.GameObject();
protected set => _gameObject = value;
}
public HandCardFrameEffectControl HandFrameEffect { get; private set; }
public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
}