extern alias engine;
using System.Reflection;
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 SBattleLoad = engine::SBattleLoad;
using CardTemplate = engine::CardTemplate;
using GameObject = engine::UnityEngine.GameObject;
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.
public void Setup(int masterSeed,
IReadOnlyList seatADeck, IReadOnlyList seatBDeck)
{
// 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));
// 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
SeedDeck(mgr, seatADeck, isPlayer: true);
SeedDeck(mgr, seatBDeck, isPlayer: false);
_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($"receiver rejected {env.Uri}");
}
catch (Exception ex)
{
return EngineIngestResult.Reject($"{env.Uri} threw: {ex.GetType().Name}: {ex.Message}");
}
}
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