using System.Linq; using NUnit.Framework; using SVSim.BattleNode.Sessions.Engine; namespace SVSim.BattleEngine.Tests.SessionEngine { [TestFixture] public class SessionEngineConstructionTests { [Test] public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup() { var engine = new SessionBattleEngine(); Assert.That(engine.IsReady, Is.False); } [Test] public void Setup_builds_two_seat_network_battle_headless() { HeadlessEngineEnv.EnsureInitialized(); // Load every card id the two test decks reference so CardMaster can resolve them. var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40 var deckB = Enumerable.Repeat(100011010L, 40).ToList(); HeadlessCardMaster.Load(100011010); var engine = new SessionBattleEngine(); Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB)); Assert.That(engine.IsReady, Is.True); } [Test] public void Receive_one_playactions_resolves_headless() { // SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test // predates the M-HC-0b view-untangle: before it, the receive conductor resolved NOTHING // headless (every InstantVfx the conductor fused the mutation into was no-op'd by the shared // VfxMgr, and OperateReceive.OnReceiveDeal was never wired), so a play "ingested" without // touching state and trivially did not reject. Now the conductor RESOLVES (HeadlessConductor // VfxMgr runs the InstantVfx; the deal seats the hand). This test feeds the first captured // `send PlayActions` WITHOUT first replaying the capture's Deal/mulligan, so the played card // is not in the seated hand and the now-live resolution correctly rejects // (RemoveSpellCardFromHand: not found). Replaying the capture's Deal first does NOT fix it: // the seated deck order can't reproduce the capture's post-mulligan idx references (the // documented capture-replay draw-misalignment artifact — see memory // project_battle_headless_conductor: "validate via node-native battles"). The valid headless // play oracle is now HeadlessConductorTests.Vanilla_play_resolves_on_engine_state_headless. Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " + "draw-misalignment makes a captured play unresolvable against a node-seated deck; the " + "node-native harness is the post-M-HC-0b oracle. Revive if capture-replay alignment lands."); HeadlessEngineEnv.EnsureInitialized(); var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson"); var deck = CaptureReplay.SelfDeckFrom(cl1); // Load ALL deck ids in ONE call: HeadlessCardMaster.Load replaces the static CardMaster each // call, so a per-id loop would leave only the last card resolvable. HeadlessCardMaster.Load(deck.Select(x => (int)x).Distinct().ToArray()); var engine = new SessionBattleEngine(); engine.Setup(CaptureReplay.SeedFrom(cl1), seatADeck: deck, seatBDeck: deck); var firstPlay = cl1.First(f => f.Direction == "send" && f.Uri == "PlayActions"); var result = engine.Receive(firstPlay.Env, isPlayerSeat: true); Assert.That(result.RejectReason, Is.Null, $"ingest threw/rejected: {result.RejectReason}"); Assert.That(result.Accepted, Is.True); } } }