feat(battle-node): reveal generated tokens on play via remembered identity

PlayActionsHandler mines add ops into BattleSessionState.RecordToken each
frame; a token played in a later frame now synthesizes a knownList from the
remembered cardId instead of degrading. Bullet-3 audit F1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 23:36:44 -04:00
parent b6af8bfb7d
commit d8b5ef950d
3 changed files with 71 additions and 7 deletions

View File

@@ -4,15 +4,17 @@ namespace SVSim.BattleNode.Sessions.Dispatch;
/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's /// <summary>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 /// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
/// synthesize the opponent-facing <c>knownList</c>. FUTURE: a token map (cardIds mined from /// synthesize the opponent-facing <c>knownList</c>. Generated tokens (cardIds mined from
/// orderList <c>add</c> ops, idx>30) + a reveal-gate set land alongside <see cref="IdxToCardId"/>.</summary> /// orderList <c>add</c> ops) are recorded into the SAME
/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
internal sealed class BattleSessionState internal sealed class BattleSessionState
{ {
public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork; public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new(); public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>. /// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
/// Deck cards only (idx 1..deckCount); tokens (idx>deckCount) are deferred.</summary> /// Holds deck cards (idx 1..deckCount, seeded) and generated tokens (idx>deckCount, recorded
/// from add ops via <see cref="RecordToken"/>).</summary>
public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new(); public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first /// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
@@ -28,4 +30,15 @@ internal sealed class BattleSessionState
} }
return map; return map;
} }
/// <summary>Record a generated token's identity into the side's idx->cardId map (the same map
/// that holds deck cards). Mined from the sender's <c>orderList</c> <c>add</c> ops by
/// <see cref="KnownListBuilder.MineAddOps"/>; surfaced later by <c>BuildPlayedCard</c> when the
/// token is the played card. Deck idxs (1..deckCount) and token idxs (&gt;deckCount) don't
/// collide — the client allocates token idxs after the deck.</summary>
public void RecordToken(IBattleParticipant side, int idx, long cardId)
{
GetOrSeedDeckMap(side); // ensure the per-side map exists (deck-seeded)
IdxToCardId[side][idx] = cardId; // overwrite-on-conflict: latest identity wins
}
} }

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@@ -5,8 +5,9 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing /// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList -> /// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
/// oppoTargetList, drops orderList, consumes keyAction. Token plays (idx>deck) degrade silently to /// oppoTargetList, drops orderList, consumes keyAction.
/// {playIdx,type} (no knownList). Bot drop (no rule).</summary> /// Token plays resolve their cardId from add ops mined on earlier frames; an un-generated token
/// idx still degrades to {playIdx,type} (no knownList). Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler internal sealed class PlayActionsHandler : IFrameHandler
{ {
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx) public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
@@ -18,8 +19,15 @@ internal sealed class PlayActionsHandler : IFrameHandler
var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("playIdx")); var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("playIdx"));
var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("type")); var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("type"));
var orderList = entries.GetValueOrDefault("orderList");
// Mine generated-token identities from this frame's add ops into the sender's idx->cardId
// map, so a token played in a LATER frame resolves its cardId (bullet-3 audit F1).
foreach (var (idx, cardId) in KnownListBuilder.MineAddOps(orderList))
ctx.State.RecordToken(ctx.From, idx, cardId);
var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From); var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, entries.GetValueOrDefault("orderList")); var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, orderList);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault("targetList")); var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault("targetList"));
var body = new PlayActionsBroadcastBody( var body = new PlayActionsBroadcastBody(

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@@ -250,7 +250,7 @@ public class BattleSessionDispatchTests
} }
[Test] [Test]
public void Pvp_PlayActions_token_idx_degrades_to_no_knownList() public void Pvp_PlayActions_ungenerated_token_idx_degrades_to_no_knownList()
{ {
var (s, a, b) = NewPvpSession(); var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a); DriveToAfterReady(s, a);
@@ -268,6 +268,49 @@ public class BattleSessionDispatchTests
Assert.That(pb.KnownList, Is.Null); Assert.That(pb.KnownList, Is.Null);
} }
[Test]
public void Pvp_PlayActions_reveals_token_generated_in_an_earlier_frame()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
// Frame 1: A plays deck card idx 3 (a spell, hand 10 -> cemetery 30) whose fanfare ADDS
// token idx 31 (cardId 900111010) to A's hand (limbo 50 -> hand 10).
var gen = new Dictionary<string, object?>
{
["playIdx"] = 3L,
["type"] = 30L,
["orderList"] = new List<object?>
{
new Dictionary<string, object?> { ["move"] = new Dictionary<string, object?>
{ ["idx"] = new List<object?> { 3L }, ["isSelf"] = 1L, ["from"] = 10L, ["to"] = 30L } },
new Dictionary<string, object?> { ["add"] = new Dictionary<string, object?>
{ ["idx"] = new List<object?> { 31L }, ["isSelf"] = 1L,
["card"] = new Dictionary<string, object?> { ["cardId"] = 900111010L } } },
new Dictionary<string, object?> { ["move"] = new Dictionary<string, object?>
{ ["idx"] = new List<object?> { 31L }, ["isSelf"] = 1L, ["from"] = 50L, ["to"] = 10L } },
},
};
var genRoutes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, gen));
// The deck card itself reveals from the deck map; the token stays hidden (in hand).
var genBody = (PlayActionsBroadcastBody)genRoutes[0].Frame.Body;
Assert.That(genBody.KnownList!.Single().CardId, Is.EqualTo(100_011_010L), "deck card revealed");
// Frame 2 (later turn): A plays token idx 31 from hand (10) to field (20).
var play = MoveOrderList(idx: 31, from: 10, to: 20);
play["playIdx"] = 31L;
play["type"] = 30L;
var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, play));
var pb = (PlayActionsBroadcastBody)routes[0].Frame.Body;
Assert.That(pb.PlayIdx, Is.EqualTo(31));
Assert.That(pb.KnownList, Is.Not.Null, "the token's identity was remembered from its add op");
Assert.That(pb.KnownList!.Single().Idx, Is.EqualTo(31));
Assert.That(pb.KnownList[0].CardId, Is.EqualTo(900_111_010L), "mined token cardId");
Assert.That(pb.KnownList[0].To, Is.EqualTo(20));
}
[Test] [Test]
public void Pvp_PlayActions_when_B_still_AwaitingSwap_drops() public void Pvp_PlayActions_when_B_still_AwaitingSwap_drops()
{ {