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>
This commit is contained in:
@@ -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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@@ -17,7 +17,8 @@ namespace Wizard.Battle.View {
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Transform global::Wizard.Battle.View.IBattleCardView.Transform { get => default!; }
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CardTemplate global::Wizard.Battle.View.IBattleCardView.CardTemplate { get => default!; }
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BoxCollider global::Wizard.Battle.View.IBattleCardView.Collider { get => default!; }
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BattleCardIconAnimations global::Wizard.Battle.View.IBattleCardView.BattleCardIconAnimations { get => default!; }
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private BattleCardIconAnimations _headlessIconAnims; // HEADLESS-FIX (N1)
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BattleCardIconAnimations global::Wizard.Battle.View.IBattleCardView.BattleCardIconAnimations { get => _headlessIconAnims ??= new BattleCardIconAnimations(); } // HEADLESS-FIX (N1): non-null no-op so ReplaceReceivedCard.CreateActualCard's follower icon-init (a deferred VFX; InitializeIcon never runs headless) doesn't NRE on the opponent card-reveal path
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Func<bool> global::Wizard.Battle.View.IBattleCardView.GetIsOnMove { get => default!; }
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bool global::Wizard.Battle.View.IBattleCardView.InPlayModelActive { get => default!; set { } }
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BattleCamera global::Wizard.Battle.View.IBattleCardView.m_BattleCamera { get => default!; }
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@@ -1,5 +1,6 @@
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extern alias engine;
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using System.Reflection;
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using System.Runtime.Serialization;
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using engine::SVSim.BattleEngine.Rng;
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using SVSim.BattleNode.Protocol;
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using NetworkBattleReceiver = engine::NetworkBattleReceiver;
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@@ -12,6 +13,13 @@ using CardCreatorBase = engine::CardCreatorBase;
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using SBattleLoad = engine::SBattleLoad;
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using CardTemplate = engine::CardTemplate;
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using GameObject = engine::UnityEngine.GameObject;
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using RealTimeNetworkAgent = engine::RealTimeNetworkAgent;
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using Gungnir = engine::Gungnir;
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using NetworkNullLogger = engine::NetworkNullLogger;
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using ToolboxGame = engine::Wizard.ToolboxGame;
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using BattleUIContainer = engine::BattleUIContainer;
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using BackGroundBase = engine::BackGroundBase;
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using NullPlayerEmotion = engine::Wizard.Battle.Player.Emotion.NullPlayerEmotion;
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namespace SVSim.BattleNode.Sessions.Engine;
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@@ -44,6 +52,14 @@ internal sealed class SessionBattleEngine
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// rng defaults to SeededRandomSource(masterSeed) inside the mgr — the stream is born aligned
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// with the seed the node handed both clients (F-N-5; O-N-2 "bit-aligned anyway").
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var mgr = new HeadlessNetworkBattleMgr(new SessionContentsCreator(masterSeed));
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// Recovery mode is the engine's OWN headless replay path: the live view/UI touches on the
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// receive cycle (BattleUIContainer.DisableMenu, turn-control UI, card-view creation, VFX
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// waits) are all gated `!IsRecovery` (BattleUIContainer.cs:130, BattleManagerBase.cs:1499+),
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// so this collapses them to no-ops without changing authoritative state. Set AFTER construction
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// so the ctor still wired the LIVE NetworkBattleReceiver (ND4) rather than the replay receiver.
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// Safe for shadow: the only thing !IsRecovery additionally enables is EMIT, which a pure shadow
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// never does (it never originates a send).
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mgr.IsRecovery = true;
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// Seat each player as the other's opponent (private field on BattlePlayerBase, as the real
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// match-load does). Mirrors HeadlessFixture.NewNetworkEmitBattle.
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@@ -56,6 +72,8 @@ internal sealed class SessionBattleEngine
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InitLeaderLife(mgr); // a 0-life leader reads as game-over and silently blocks plays
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InitCardTemplates(mgr); // play/draw resolution touches the (no-op) card view layer
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InitHeadlessViews(mgr); // turn/play cycle dereferences UI-container + emotion refs
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InstallHeadlessNetworkAgent(); // turn-flow resolve reads ToolboxGame.RealTimeNetworkAgent
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SeedDeck(mgr, seatADeck, isPlayer: true);
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SeedDeck(mgr, seatBDeck, isPlayer: false);
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@@ -89,10 +107,27 @@ internal sealed class SessionBattleEngine
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}
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catch (Exception ex)
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{
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return EngineIngestResult.Reject($"{env.Uri} threw: {ex.GetType().Name}: {ex.Message}");
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var site = ex.StackTrace?.Split('\n').FirstOrDefault()?.Trim();
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return EngineIngestResult.Reject($"{env.Uri} threw: {ex.GetType().Name}: {ex.Message} @ {site}");
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}
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}
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// --- live board-state reads (N1 oracle surface; design F-N-4 board-state reads) ----------------
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// Each returns LIVE engine state off the seated player, mirroring the Phase-1 oracle reads
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// (VanillaFollowerOracleTests: player.Pp, player.HandCardList.Count, ClassAndInPlayCardList,
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// leader == the Class card). seat:true == player, false == opponent (F-N-2).
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public int LeaderLife(bool playerSeat) => Seat(playerSeat).Class.Life;
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public int Pp(bool playerSeat) => Seat(playerSeat).Pp;
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public int HandCount(bool playerSeat) => Seat(playerSeat).HandCardList.Count;
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/// <summary>Followers in play, excluding the leader (the Class card occupies one slot of
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/// ClassAndInPlayCardList).</summary>
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public int BoardCount(bool playerSeat) => Math.Max(0, Seat(playerSeat).ClassAndInPlayCardList.Count - 1);
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private engine::BattlePlayerBase Seat(bool playerSeat) =>
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(_mgr ?? throw new InvalidOperationException("read before Setup")).GetBattlePlayer(playerSeat);
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private static NetworkBattleDefine.NetworkBattleURI MapUri(NetworkBattleUri uri)
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=> Enum.Parse<NetworkBattleDefine.NetworkBattleURI>(uri.ToString());
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@@ -141,6 +176,24 @@ internal sealed class SessionBattleEngine
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mgr.EvolveCardHolder = new GameObject();
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}
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// Seed the no-op UI refs the receive/turn cycle dereferences. Under IsRecovery the methods on
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// these (e.g. BattleUIContainer.DisableMenu) no-op, but the receiver still CALLS them, so the
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// references must be non-null. PlayerEmotion is the engine's own NullPlayerEmotion.
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private static void InitHeadlessViews(BattleManagerBase mgr)
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{
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mgr.BattleUIContainer = (BattleUIContainer)FormatterServices.GetUninitializedObject(typeof(BattleUIContainer));
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// Revealed-card creation (ReplaceReceivedCard.CreateActualCard -> CreateBaseCardGameObject)
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// clones the card prefab under _backGround.m_Battle3DContainer — a field distinct from
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// mgr.Battle3DContainer. Seed a no-op BackGround with a non-null container.
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var bg = (BackGroundBase)FormatterServices.GetUninitializedObject(typeof(BackGroundBase));
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SetProperty(bg, "m_Battle3DContainer", new GameObject());
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SetField(mgr, "_backGround", bg);
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// PlayerEmotion is declared on BattlePlayer (the player seat); BattleEnemy has none — set
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// where present.
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TrySetProperty(mgr.GetBattlePlayer(true), "PlayerEmotion", new NullPlayerEmotion());
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TrySetProperty(mgr.GetBattlePlayer(false), "PlayerEmotion", new NullPlayerEmotion());
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}
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/// <summary>Seat one side's full deck in order (idx == list position + 1). Each card is created
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/// through the engine's own null-view seam and pushed via AddToDeck — the SeedDeck primitive the
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/// test harness proved (HeadlessFixture.SeedDeck).</summary>
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@@ -168,6 +221,23 @@ internal sealed class SessionBattleEngine
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return card;
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}
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// The turn-flow + emit bookkeeping reads the global ToolboxGame.RealTimeNetworkAgent (e.g.
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// RealTimeNetworkAgent.GetIsFirstPlayer/GetTurnState, which delegate to GameMgr's
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// NetworkUserInfoData.TurnState; AddActionSequence touches _gungnir). Headless there is no socket
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// agent, so seed a no-op one — mirroring HeadlessFixture.NewNetworkEmitBattle. _notEmit short-
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// circuits the byte-push before any socket I/O; the shadow engine never originates a send anyway.
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// NOTE: this is a process-global; one engine per process is assumed for the shadow (revisit for
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// live multi-session — see design O-N status). Idempotent enough for the per-battle setup.
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private static void InstallHeadlessNetworkAgent()
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{
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var agent = (RealTimeNetworkAgent)FormatterServices.GetUninitializedObject(typeof(RealTimeNetworkAgent));
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agent.SetCurrentMatchingStatus(RealTimeNetworkAgent.MatchingStatus.Prepared);
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SetField(agent, "_gungnir", FormatterServices.GetUninitializedObject(typeof(Gungnir)));
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SetProperty(agent, "NetworkLogger", new NetworkNullLogger());
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SetField(agent, "_notEmit", true);
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ToolboxGame.SetRealTimeNetworkBattle(agent);
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}
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private static void SetField(object obj, string name, object value)
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{
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var f = obj.GetType().GetField(name,
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@@ -175,4 +245,28 @@ internal sealed class SessionBattleEngine
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?? throw new InvalidOperationException($"{obj.GetType().Name} has no field '{name}'");
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f.SetValue(obj, value);
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}
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private static void SetProperty(object obj, string name, object value)
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{
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var t = obj.GetType();
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PropertyInfo? p = null;
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while (t is not null && p is null)
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{
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p = t.GetProperty(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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t = t.BaseType;
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}
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(p ?? throw new InvalidOperationException($"{obj.GetType().Name} has no property '{name}'"))
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.SetValue(obj, value);
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}
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private static void TrySetProperty(object obj, string name, object value)
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{
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var t = obj.GetType();
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while (t is not null)
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{
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var p = t.GetProperty(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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if (p is not null) { p.SetValue(obj, value); return; }
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t = t.BaseType;
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}
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}
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}
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Block a user