extern alias engine;
using System.Reflection;
using System.Runtime.Serialization;
using engine::SVSim.BattleEngine.Rng;
using SVSim.BattleNode.Protocol;
using NetworkBattleReceiver = engine::NetworkBattleReceiver;
using NetworkBattleDefine = engine::NetworkBattleDefine;
using BattleManagerBase = engine::BattleManagerBase;
using BattlePlayerBase = engine::BattlePlayerBase;
using BattleCardBase = engine::BattleCardBase;
using ClassBattleCardBase = engine::ClassBattleCardBase;
using CardCreatorBase = engine::CardCreatorBase;
using CostAddModifier = engine::CostAddModifier;
using SBattleLoad = engine::SBattleLoad;
using CardTemplate = engine::CardTemplate;
using GameObject = engine::UnityEngine.GameObject;
using RealTimeNetworkAgent = engine::RealTimeNetworkAgent;
using Gungnir = engine::Gungnir;
using NetworkNullLogger = engine::NetworkNullLogger;
using ToolboxGame = engine::Wizard.ToolboxGame;
using GameMgr = engine::GameMgr;
using BattleUIContainer = engine::BattleUIContainer;
using BackGroundBase = engine::BackGroundBase;
using NullPlayerEmotion = engine::Wizard.Battle.Player.Emotion.NullPlayerEmotion;
using NetworkMulliganPhase = engine::Wizard.Battle.Phase.NetworkMulliganPhase;
using MulliganInfoControl = engine::Wizard.Battle.Mulligan.MulliganInfoControl;
using UIWidget = engine::UIWidget;
using UISprite = engine::UISprite;
using NullDetailPanelControl = engine::NullDetailPanelControl;
using DetailPanelControl = engine::DetailPanelControl;
namespace SVSim.BattleNode.Sessions.Engine;
/// One authoritative engine per BattleSession, seated as both players (design ND2). A faithful
/// SHADOW: it mirrors each client's resolved play, never overrides/rejects/originates (ND1). Ingest is
/// the engine's own NetworkBattleReceiver.ReceivedMessage (ND4); isPlayer selects the seat (F-N-2).
///
/// The headless wiring here is the production analogue of the test HeadlessFixture
/// (NewNetworkEmitBattle / SeedDeck / InitLeaderLife / InitCardTemplates). It deliberately omits the
/// emit-only RealTimeNetworkAgent scaffolding the test uses for the SEND path — the shadow engine only
/// RECEIVES (F-N-2), so no socket-agent is constructed. The engine's global init (CardMaster, GameMgr,
/// Wizard.Data) is the caller's responsibility (the test does HeadlessEngineEnv.EnsureInitialized;
/// the live node guards Setup in try/catch so an un-initialized host degrades to a no-op shadow).
internal sealed class SessionBattleEngine
{
private const int DefaultLeaderLife = 20;
private HeadlessNetworkBattleMgr? _mgr;
private NetworkBattleReceiver? _receiver;
/// True once Setup has built the two-seat battle.
public bool IsReady => _mgr is not null;
/// Construct the two-seat network battle from both decks + the master seed (design F-N-5).
/// / are the per-side deck orders the node
/// already computed (BattleSessionState.GetShuffledDeck) and handed each client.
/// / are each seat's class ordinal (1..8,
/// the CardClass int value); they select the leader's class via the all-8-class
/// ClassCharacterList EngineGlobalInit installs (chara_id == class_id for 1..8). The 3-arg overload
/// behavior is preserved by the defaults (1/2), matching the test-harness charaIds.
/// NOTE: GameMgr (the leader chara ids set below) is a PROCESS GLOBAL. Setting per-session
/// chara ids is therefore only safe while exactly one engine-backed battle exists at a time — the
/// invariant enforces on the caller side.
public void Setup(int masterSeed,
IReadOnlyList seatADeck, IReadOnlyList seatBDeck,
int seatAClass = 1, int seatBClass = 2)
{
// Prime the engine's process-global statics (CardMaster, Wizard.Data, all-8-class Master,
// GameMgr/netUser/udid). Idempotent (process-once); makes the LIVE host ready so Setup succeeds
// here rather than throwing into the shadow's no-op path (Phase 2 N2, carried-risk A).
EngineGlobalInit.EnsureInitialized();
// rng defaults to SeededRandomSource(masterSeed) inside the mgr — the stream is born aligned
// with the seed the node handed both clients (F-N-5; O-N-2 "bit-aligned anyway").
var mgr = new HeadlessNetworkBattleMgr(new SessionContentsCreator(masterSeed));
// Recovery mode is the engine's OWN headless replay path: the live view/UI touches on the
// receive cycle (BattleUIContainer.DisableMenu, turn-control UI, card-view creation, VFX
// waits) are all gated `!IsRecovery` (BattleUIContainer.cs:130, BattleManagerBase.cs:1499+),
// so this collapses them to no-ops without changing authoritative state. Set AFTER construction
// so the ctor still wired the LIVE NetworkBattleReceiver (ND4) rather than the replay receiver.
// Safe for shadow: the only thing !IsRecovery additionally enables is EMIT, which a pure shadow
// never does (it never originates a send).
mgr.IsRecovery = true;
// Seat each player as the other's opponent (private field on BattlePlayerBase, as the real
// match-load does). Mirrors HeadlessFixture.NewNetworkEmitBattle.
BattlePlayerBase player = mgr.GetBattlePlayer(isPlayer: true);
BattlePlayerBase enemy = mgr.GetBattlePlayer(isPlayer: false);
SetField(player, "_opponentBattlePlayer", enemy);
SetField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
InitLeaderLife(mgr); // a 0-life leader reads as game-over and silently blocks plays
InitCardTemplates(mgr); // play/draw resolution touches the (no-op) card view layer
InitHeadlessViews(mgr); // turn/play cycle dereferences UI-container + emotion refs
InstallHeadlessNetworkAgent(); // turn-flow resolve reads ToolboxGame.RealTimeNetworkAgent
// Per-session leader class: chara_id == class_id for 1..8 in the all-8-class ClassCharacterList,
// so writing the seats' class ordinals into GameMgr's DataMgr resolves each leader's correct
// class. Process-global — safe only under EngineSessionGate (see method remarks above).
SetGameMgrCharaIds(seatAClass, seatBClass);
SeedDeck(mgr, seatADeck, isPlayer: true);
SeedDeck(mgr, seatBDeck, isPlayer: false);
WireMulliganPhase(mgr); // wire OperateReceive.OnReceiveDeal -> StartDeal (deal seats the hand)
_mgr = mgr;
// Use the mgr's OWN receiver — the ctor already wired it to the mgr's OperateReceive +
// NetworkBattleData (NetworkBattleManagerBase.cs:266, non-recovery branch). This is the same
// receiver the engine's RecoveryDataHandler drives when replaying recorded frames.
_receiver = mgr.GetNetworkBattleReceiver();
}
/// Ingest one client frame into the engine for the given seat.
/// maps the sender to the engine's player(true)/opponent(false) seat (F-N-2). A throw/reject is
/// returned as a detected-desync EVENT (ND6), never silently absorbed.
public EngineIngestResult Receive(MsgEnvelope env, bool isPlayerSeat)
{
if (_mgr is null || _receiver is null)
throw new InvalidOperationException("Receive before Setup.");
var dict = ToEngineDict((env.Body as RawBody)?.Entries);
var uri = MapUri(env.Uri);
try
{
// Mirror the engine's own recorded-frame replay (RecoveryDataHandler.cs:283): every
// ingested action resolves through the isHaveSequence ConductReceiveData path, and
// checkBreakData:false so a partial/handshake frame is not rejected as a break.
bool accepted = _receiver.ReceivedMessage(
uri, isHaveSequence: true, dict, isPlayerSeat, handler: null, checkBreakData: false);
return accepted ? EngineIngestResult.Ok() : EngineIngestResult.Reject($"receiver rejected {env.Uri}");
}
catch (Exception ex)
{
// Keep the first few frames: a headless-gap NRE/ANE is almost always diagnosable from the
// call chain (the throwing leaf is often a ThrowHelper, so one frame is too few).
var site = string.Join(" || ", (ex.StackTrace ?? "").Split('\n').Take(4).Select(s => s.Trim()));
return EngineIngestResult.Reject($"{env.Uri} threw: {ex.GetType().Name}: {ex.Message} @ {site}");
}
}
// --- live board-state reads (N1 oracle surface; design F-N-4 board-state reads) ----------------
// Each returns LIVE engine state off the seated player, mirroring the Phase-1 oracle reads
// (VanillaFollowerOracleTests: player.Pp, player.HandCardList.Count, ClassAndInPlayCardList,
// leader == the Class card). seat:true == player, false == opponent (F-N-2).
public int LeaderLife(bool playerSeat) => Seat(playerSeat).Class.Life;
public int Pp(bool playerSeat) => Seat(playerSeat).Pp;
public int HandCount(bool playerSeat) => Seat(playerSeat).HandCardList.Count;
public int DeckCount(bool playerSeat) => Seat(playerSeat).DeckCardList.Count;
public int Turn(bool playerSeat) => Seat(playerSeat).Turn;
/// Followers in play, excluding the leader (the Class card occupies one slot of
/// ClassAndInPlayCardList).
public int BoardCount(bool playerSeat) => Math.Max(0, Seat(playerSeat).ClassAndInPlayCardList.Count - 1);
/// The engine Index of the hand card at the given hand position. The receive-path
/// Play frame addresses a card by its engine Index (playIdx), which equals deck position + 1 for
/// a card dealt from the seeded deck.
public int HandCardIndex(bool playerSeat, int handPos) => Seat(playerSeat).HandCardList[handPos].Index;
/// The real CardId (wire identity) of the in-play follower at
/// (0-based, skipping the leader/Class card at ClassAndInPlayCardList[0] — same convention as
/// ). Used to assert an opponent reveal seated the substituted card with its
/// true identity (M-HC-2): before the reveal the slot holds a hidden dummy (cardId 0); after, the
/// engine-resolved actual card carries the wire cardId.
public int InPlayCardId(bool playerSeat, int boardPos) =>
Seat(playerSeat).ClassAndInPlayCardList[boardPos + 1].CardId;
/// The engine-RESOLVED play-time cost of the card whose engine Index ==
/// on (M-HC-3a). This is the discounted cost the play actually paid —
/// spellboost reduction, board-dependent modifiers and all — read straight off the engine, so the
/// opponent-facing knownList carries the SAME cost the engine charged (closing the spellboost
/// cost-desync BY CONSTRUCTION: no bookkeeping, the engine already knows).
/// READ-MOMENT: the conductor's ShadowIngest runs engine.Receive (→ resolves the
/// play) BEFORE the handler runs, so at read time the played card has LEFT the hand — a follower sits
/// in ClassAndInPlayCardList, a spell in CemeteryList.
/// captures _playedCost = useCost (== the fully-resolved Cost at the moment of play,
/// incl. every CostModifier) onto the card object, which persists after the card leaves the hand —
/// so is the authoritative play-time discounted cost. We search
/// the seat's post-resolution zones (in-play, cemetery) by Index, then fall back to the hand
/// (a not-yet-resolved card, e.g. a degenerate test path) reading the live Cost there.
/// Degrades to when the engine is not set up (the single-active-engine
/// gate left this session without an owned engine) or the idx resolves to no card — so a non-engine
/// session never crashes and a vanilla play simply emits its base cost via the caller's fallback.
public int PlayedCardCost(bool playerSeat, int idx, int fallback = 0)
{
if (_mgr is null) return fallback;
var card = FindByIndex(Seat(playerSeat), idx);
if (card is null) return fallback;
// PlayedCost is set (>= 0) once PlayCard resolved the play; before that (a card still in hand on a
// degenerate path) read the live Cost, which already folds in any registered CostModifier.
return card.PlayedCost >= 0 ? card.PlayedCost : card.Cost;
}
// Locate the card with the given engine Index across the seat's post-resolution zones. Order matters
// only for disambiguation; Index is unique per card so the first hit is the card. In-play (followers)
// and cemetery (spells) are where a just-resolved play lands; hand is the pre-resolution fallback.
private static BattleCardBase? FindByIndex(BattlePlayerBase seat, int idx)
{
foreach (var c in seat.ClassAndInPlayCardList)
if (c.Index == idx) return c;
foreach (var c in seat.CemeteryList)
if (c.Index == idx) return c;
foreach (var c in seat.HandCardList)
if (c.Index == idx) return c;
return null;
}
/// TEST SEAM (M-HC-3a validation): register a cost-reducing modifier on the hand card at
/// engine Index == , mimicking what card 101314020's when_spell_charge
/// cost_change add=ADD_CHARGE_COUNT*-1 skill does once it has accumulated
/// spellboost charges (each charge adds a CostAddModifier(-1); the engine's own
/// builds exactly this). Used to drive the count→cost resolution
/// deterministically headless without pumping the (VFX-coupled) spell-charge skill chain through a
/// real multi-spell sequence — the engine's authentic getter then
/// resolves the discount, and captures it as PlayedCost on the
/// next play. Returns the resolved hand-card Cost AFTER seeding (base − charge) for the caller to pin.
/// No-op-returns -1 if the engine isn't set up or no hand card has that Index.
internal int SeedHandCardSpellboostCost(bool playerSeat, int idx, int charge)
{
if (_mgr is null) return -1;
BattleCardBase? card = null;
foreach (var c in Seat(playerSeat).HandCardList)
if (c.Index == idx) { card = c; break; }
if (card is null) return -1;
for (int i = 0; i < charge; i++)
card.AddCostModifier(new CostAddModifier(-1), null, eventCall: false);
card.SetSpellChargeCount(charge); // keep the charge count consistent with the modifiers (cosmetic here)
return card.Cost;
}
private engine::BattlePlayerBase Seat(bool playerSeat) =>
(_mgr ?? throw new InvalidOperationException("read before Setup")).GetBattlePlayer(playerSeat);
private static NetworkBattleDefine.NetworkBattleURI MapUri(NetworkBattleUri uri)
=> Enum.Parse(uri.ToString());
// The receiver reads keys via Enum.IsDefined over NetworkParameter and casts nested values to
// List