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>
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@@ -1,4 +1,5 @@
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Dispatch;
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@@ -219,7 +220,10 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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var shuffledB = state.GetShuffledDeck(b);
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var engine = new SessionBattleEngine();
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engine.Setup(state.MasterSeed, shuffledA, shuffledB,
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// Mirror BattleSession.EnsureEngineSetup: engine's StableRandom is seeded with
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// BattleSeeds.Stable(MasterSeed), the value the Matched frame ships to clients
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// (InitBattleHandler.cs:28). See BattleSession.cs for the full root-cause comment.
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engine.Setup(BattleSeeds.Stable(state.MasterSeed), shuffledA, shuffledB,
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(int)a.Context.ClassId, (int)b.Context.ClassId);
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return new NodeNativeBattleHarness(state, a, b, engine, shuffledA, shuffledB);
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@@ -259,6 +263,17 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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/// <summary>The engine Index of the hand card at <paramref name="handPos"/> on the given seat.</summary>
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public int HandCardIndex(bool playerSeat, int handPos) => Engine.HandCardIndex(playerSeat, handPos);
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/// <summary>TEST/DEBUG: pull one value from the engine's shared <c>_stableRandom</c> stream. Mirrors the
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/// engine's <see cref="SessionBattleEngine.DebugStableRandomDouble"/> seam; lets a regression test
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/// assert seed alignment with the wire (clients seed their <c>_stableRandom</c> with the Matched.seed,
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/// which is <c>BattleSeeds.Stable(masterSeed)</c>).</summary>
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public double DebugStableRandomDouble() => Engine.DebugStableRandomDouble();
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/// <summary>TEST/DEBUG: read the seat's auto-assign Index counter (<c>cardTotalNum</c>). After
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/// Setup it must equal <c>deck.Count + 1</c> so the next skill-generated token gets an Index
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/// clear of the deck-loaded 1..40 (= the real client's SBattleLoad behavior).</summary>
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public int DebugCardTotalNum(bool playerSeat) => Engine.DebugCardTotalNum(playerSeat);
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/// <summary>The real wire <c>CardId</c> of the in-play follower at <paramref name="boardPos"/> on the
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/// given seat (0-based, leader excluded). Asserts an opponent reveal seated the substituted identity
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/// (M-HC-2).</summary>
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@@ -286,6 +301,19 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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/// <summary>Turns remaining until the seat may evolve (0 == unlocked) (M-HC-4b).</summary>
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public int EvolveWaitTurnCount(bool playerSeat) => Engine.EvolveWaitTurnCount(playerSeat);
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// --- TEST/DEBUG seams (Phase 4 root-cause verification: post-mulligan reshuffle) ---------------
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/// <summary>TEST/DEBUG: is the engine's SELF-seat XorShift idx-change RNG active (the gate the
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/// post-mulligan reshuffle checks)? Live recovery setup leaves it FALSE.</summary>
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public bool SelfXorShiftActive => Engine.SelfXorShiftActive;
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/// <summary>TEST/DEBUG: opponent-seat XorShift active state.</summary>
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public bool OppoXorShiftActive => Engine.OppoXorShiftActive;
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/// <summary>TEST/DEBUG: inject the per-seat idxChange seeds (call before the Ready mulligan-end frame
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/// to activate the engine's own post-mulligan reshuffle).</summary>
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public void DebugSeedIdxChange(int selfSeed, int oppoSeed) => Engine.DebugSeedIdxChange(selfSeed, oppoSeed);
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/// <summary>Build an envelope for <paramref name="body"/> and ingest it into the engine for the
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/// given seat (player == seat A). Mirrors <c>BattleNodeFlowTests.MakeEnvelopeWith</c> +
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/// <c>SessionBattleEngine.Receive</c>.</summary>
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@@ -420,6 +448,36 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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},
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};
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/// <summary>VERBATIM CLIENT-SEND Choice play shape — the wrapped form
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/// <c>selectCard:{cardId:[<tokenId>], open:<0|1>}</c> the sender's wire actually carries
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/// (data_dumps/captures/battle_test/cl1/battle-traffic.ndjson, live bid 131549100204:
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/// <c>"selectCard":{"cardId":[121011010],"open":0}</c>). The shadow engine's ingest receives this
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/// wrapper directly (the node strips selectCard from the opponent broadcast, so opponent-facing
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/// frames never see it); <see cref="Engine.SessionBattleEngine.TranslateChoiceKeyAction"/>
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/// unwraps it on the engine's own dict copy before the receiver parses keyAction. This driver
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/// exists so a regression test can pin that unwrap end-to-end against the SAME shape the live
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/// wire delivers, distinct from <see cref="ChoicePlayBody"/> which fast-paths the flat list.
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/// <paramref name="open"/> defaults to 0 (choice hidden from opponent) — the value the live
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/// capture carries; flag is dropped by the unwrap and irrelevant to resolution.</summary>
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public static Dictionary<string, object?> ChoicePlayBodyWrapped(int playIdx, long playedCardId, long chosenTokenId, int open = 0) => new()
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{
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["playIdx"] = playIdx,
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["type"] = 30,
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["keyAction"] = new List<object?>
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{
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new Dictionary<string, object?>
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{
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["type"] = "Choice",
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["cardId"] = playedCardId,
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["selectCard"] = new Dictionary<string, object?>
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{
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["cardId"] = new List<object?> { chosenTokenId },
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["open"] = open,
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},
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},
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},
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};
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/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.EVOLUTION</c> opcode — confirmed
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/// <c>= 20</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c> (EVOLUTION_SELECT is 21). The
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/// receiver maps the wire <c>type</c> int straight to the enum; EVOLUTION/EVOLUTION_SELECT route through
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