test(battlenode): N1 shadow replay tracks captured battle state (Phase 2 N1)
Full single-client capture replay (cl1 send=player seat, receive=opponent seat, ts-ordered) ingests end-to-end: 33 frames, 0 rejects, 0 invariant violations at turn boundaries (leader life/PP/board/hand). Headless gaps filled per playbook (no Engine/ drift): - IsRecovery=true after construction: the engine's own headless replay mode gates the live view/UI layer off (BattleUIContainer, turn-control UI, VFX waits) while keeping the live NetworkBattleReceiver (ND4) and authoritative state. - Seed ToolboxGame.RealTimeNetworkAgent, BattleUIContainer, _backGround, and per-player NullPlayerEmotion no-ops the receive/turn cycle dereferences. - _IfaceImpl.g.cs (shim, not Engine/): BattleCardView.BattleCardIconAnimations returns a lazy non-null no-op so the opponent card-reveal icon-init (deferred VFX) doesn't NRE. - HeadlessCardMaster.Load made cumulative: it replaced the global CardMaster each call, so a Load(deck) evicted the oracle card set and broke tests run after. Adds board-state accessors (LeaderLife/Pp/HandCount/BoardCount) and CaptureReplay ts ordering. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -19,10 +19,18 @@ namespace SVSim.BattleEngine.Tests
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private static readonly string CardsJsonPath =
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Path.Combine(AppContext.BaseDirectory, "Data", "cards.json");
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// Load the given card ids (empty = none) into a fresh CardMaster registered as Default.
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// Every id ever requested this process. Load is CUMULATIVE: each call rebuilds the master from
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// the union, so a later Load(subset) never evicts cards an earlier Load (e.g. EnsureInitialized's
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// oracle set) installed. Without this, the static CardMaster is shared mutable state across the
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// whole NUnit run and a Load(deck) in one test silently breaks an oracle test that runs after.
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private static readonly HashSet<int> _everLoaded = new();
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// Load the given card ids (empty = none) into a CardMaster registered as Default, MERGED with all
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// previously-loaded ids.
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public static void Load(params int[] cardIds)
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{
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var want = new HashSet<int>(cardIds);
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foreach (var id in cardIds) _everLoaded.Add(id);
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var want = new HashSet<int>(_everLoaded);
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var rows = new List<CardCSVData>();
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if (want.Count > 0)
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{
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Text.Json;
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@@ -8,7 +9,7 @@ using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleEngine.Tests.SessionEngine
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{
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internal sealed record CapturedFrame(string Direction, string Uri, MsgEnvelope Env, string RawBody);
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internal sealed record CapturedFrame(DateTime Ts, string Direction, string Uri, MsgEnvelope Env, string RawBody);
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/// <summary>Parses a battle_test ndjson capture into MsgEnvelopes the engine can ingest.
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///
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@@ -29,6 +30,9 @@ namespace SVSim.BattleEngine.Tests.SessionEngine
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using var doc = JsonDocument.Parse(line);
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var root = doc.RootElement;
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var direction = root.TryGetProperty("direction", out var dEl) ? dEl.GetString() ?? "" : "";
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var ts = root.TryGetProperty("ts", out var tsEl) && tsEl.ValueKind == JsonValueKind.String
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? DateTime.Parse(tsEl.GetString()!, CultureInfo.InvariantCulture, DateTimeStyles.RoundtripKind)
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: default;
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if (!root.TryGetProperty("body", out var bodyEl) || bodyEl.ValueKind != JsonValueKind.Object)
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continue;
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@@ -50,7 +54,7 @@ namespace SVSim.BattleEngine.Tests.SessionEngine
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MsgEnvelope env;
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try { env = MsgEnvelope.FromJson(normalized); }
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catch { continue; } // out-of-model / unparseable line
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frames.Add(new CapturedFrame(direction, uri, env, normalized));
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frames.Add(new CapturedFrame(ts, direction, uri, env, normalized));
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}
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return frames;
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}
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@@ -0,0 +1,82 @@
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests.SessionEngine
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{
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[TestFixture]
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public class SessionEngineShadowReplayTests
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{
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// Frames that are transport/keepalive, not game actions — not ingested.
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private static readonly HashSet<string> SkipUris = new()
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{
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nameof(NetworkBattleUri.Echo),
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nameof(NetworkBattleUri.ChatStamp),
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nameof(NetworkBattleUri.Gungnir),
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};
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[Test]
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public void Shadow_replay_of_captured_battle_tracks_state_without_desync()
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{
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HeadlessEngineEnv.EnsureInitialized();
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson");
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var deckA = CaptureReplay.SelfDeckFrom(cl1);
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var deckB = CaptureReplay.SelfDeckFrom(cl2);
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// One Load call with every id — Load replaces the static master each call.
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HeadlessCardMaster.Load(deckA.Concat(deckB).Select(x => (int)x).Distinct().ToArray());
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var engine = new SessionBattleEngine();
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engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
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// Single-client full-stream replay (cl1 as the player seat): cl1's SENT frames are its own
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// actions (seat=true); its RECEIVED frames are the opponent/server actions (seat=false),
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// incl. the Deal that establishes both hands. This is exactly the stream cl1's receiver
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// processed, in capture (ts) order. (The node-side both-clients-sends model is exercised
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// live in Task 7; here we validate engine tracking against ground truth.)
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var stream = cl1.Where(f => !SkipUris.Contains(f.Uri))
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.OrderBy(f => f.Ts)
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.ToList();
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var rejects = new List<string>();
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var violations = new List<string>();
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foreach (var f in stream)
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{
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bool seat = f.Direction == "send";
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var r = engine.Receive(f.Env, isPlayerSeat: seat);
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if (r.RejectReason is not null)
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rejects.Add($"{f.Direction} {f.Uri}: {r.RejectReason}");
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if (f.Uri == nameof(NetworkBattleUri.TurnEnd))
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CheckInvariants(engine, violations, atUri: f.Uri);
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}
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foreach (var line in rejects) TestContext.WriteLine("REJECT " + line);
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foreach (var line in violations) TestContext.WriteLine("VIOLATION " + line);
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TestContext.WriteLine($"frames={stream.Count} rejects={rejects.Count} violations={violations.Count}");
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Assert.Multiple(() =>
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{
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Assert.That(rejects, Is.Empty, "engine diverged / rejected a captured frame");
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Assert.That(violations, Is.Empty, "engine state left a structural invariant");
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});
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}
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private static void CheckInvariants(SessionBattleEngine engine, List<string> violations, string atUri)
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{
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foreach (var seat in new[] { true, false })
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{
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int life = engine.LeaderLife(seat), pp = engine.Pp(seat);
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int board = engine.BoardCount(seat), hand = engine.HandCount(seat);
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if (life is < 0 or > 20) violations.Add($"{atUri} seat={seat} life={life}");
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if (pp is < 0 or > 10) violations.Add($"{atUri} seat={seat} pp={pp}");
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if (board is < 0 or > 7) violations.Add($"{atUri} seat={seat} board={board}");
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if (hand is < 0 or > 9) violations.Add($"{atUri} seat={seat} hand={hand}");
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}
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}
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}
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}
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