using System.Collections.Generic; using System.Linq; using NUnit.Framework; using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Sessions.Engine; namespace SVSim.BattleEngine.Tests.SessionEngine { [TestFixture] public class SessionEngineShadowReplayTests { private TestBattleScope _scope; [SetUp] public void SetUpScope() { _scope = new TestBattleScope(); } [TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; } // Frames that are transport/keepalive, not game actions — not ingested. private static readonly HashSet SkipUris = new() { nameof(NetworkBattleUri.Echo), nameof(NetworkBattleUri.ChatStamp), nameof(NetworkBattleUri.Gungnir), }; [Test] public void Shadow_replay_of_captured_battle_tracks_state_without_desync() { // SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test's // "0 rejects" used to pass VACUOUSLY: before the M-HC-0b view-untangle the receive conductor // resolved NOTHING headless (InstantVfx mutations no-op'd; OnReceiveDeal unwired), so no // captured frame could diverge because none was applied. The retracted "shadow tracks the // capture" claim is documented in memory project_battle_node_engine_shadow / _headless_conductor. // Now that the conductor RESOLVES, replaying a captured stream against a node-seated deck hits // the documented capture-replay draw-misalignment: the seated deck order can't reproduce the // capture's post-mulligan idx references, so played cards aren't in the seated hand // (HandCardToField/RemoveSpellCardFromHand: not found). The decision (memory // project_battle_headless_conductor) is to validate headless resolution via NODE-NATIVE // battles, not capture replay. The node-native oracle now covers Deal+Play. Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " + "against a node-seated deck hits the documented draw-misalignment artifact once the " + "receive path actually resolves. Revive if a capture-replay alignment path lands."); var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson"); var cl2 = CaptureReplay.Load("battle_test_cl2.ndjson"); var deckA = CaptureReplay.SelfDeckFrom(cl1); var deckB = CaptureReplay.SelfDeckFrom(cl2); // One Load call with every id — Load replaces the static master each call. HeadlessCardMaster.Load(deckA.Concat(deckB).Select(x => (int)x).Distinct().ToArray()); var engine = new SessionBattleEngine(); engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB); // Single-client full-stream replay (cl1 as the player seat): cl1's SENT frames are its own // actions (seat=true); its RECEIVED frames are the opponent/server actions (seat=false), // incl. the Deal that establishes both hands. This is exactly the stream cl1's receiver // processed, in capture (ts) order. (The node-side both-clients-sends model is exercised // live in Task 7; here we validate engine tracking against ground truth.) var stream = cl1.Where(f => !SkipUris.Contains(f.Uri)) .OrderBy(f => f.Ts) .ToList(); var rejects = new List(); var violations = new List(); foreach (var f in stream) { bool seat = f.Direction == "send"; var r = engine.Receive(f.Env, isPlayerSeat: seat); if (r.RejectReason is not null) rejects.Add($"{f.Direction} {f.Uri}: {r.RejectReason}"); if (f.Uri == nameof(NetworkBattleUri.TurnEnd)) CheckInvariants(engine, violations, atUri: f.Uri); } foreach (var line in rejects) TestContext.WriteLine("REJECT " + line); foreach (var line in violations) TestContext.WriteLine("VIOLATION " + line); TestContext.WriteLine($"frames={stream.Count} rejects={rejects.Count} violations={violations.Count}"); Assert.Multiple(() => { Assert.That(rejects, Is.Empty, "engine diverged / rejected a captured frame"); Assert.That(violations, Is.Empty, "engine state left a structural invariant"); }); } private static void CheckInvariants(SessionBattleEngine engine, List violations, string atUri) { foreach (var seat in new[] { true, false }) { int life = engine.LeaderLife(seat), pp = engine.Pp(seat); int board = engine.BoardCount(seat), hand = engine.HandCount(seat); if (life is < 0 or > 20) violations.Add($"{atUri} seat={seat} life={life}"); if (pp is < 0 or > 10) violations.Add($"{atUri} seat={seat} pp={pp}"); if (board is < 0 or > 7) violations.Add($"{atUri} seat={seat} board={board}"); if (hand is < 0 or > 9) violations.Add($"{atUri} seat={seat} hand={hand}"); } } } }