Files
SVSimServer/SVSim.BattleEngine.Tests/HeadlessHandViewStubTests.cs
gamer147 addeb021d2 fix(battlenode): shadow engine tracks live PvP wire-truth (full battle, multiple bid regressions)
Six distinct fixes accumulated over live-test iterations against four bids
(654473755566, 806245601092, 283192092460, 131549100204, 799755786270) — together
they take the shadow engine from "throws on the first non-mulligan play" to
"survives a full PvP battle, only weird-edge-case Unity touches still left to whack".

1. Engine StableRandom seed aligned with clients' Matched.seed
   (BattleSession.EnsureEngineSetup, NodeNativeBattleHarness.Create). Clients seed
   _stableRandom with BattleSeeds.Stable(masterSeed) (the value the node ships in
   Matched.seed); we were passing the RAW masterSeed to engine.Setup, so every
   StableRandom call diverged from call #1 onward — every turn-1+ draw picked a
   different deck position than the clients. Verified Stable(1184631275)=1543475792
   matches the wire on bid 654473755566.

2. SeedDeck advances cardTotalNum to deck.Count+1 + pins BattleStartDeckCardList.
   Mirrors SBattleLoad.InitPlayer's tail (SBattleLoad.cs:1292). Without it,
   skill-generated tokens auto-assigned Index 0,1,... and COLLIDED with deck-loaded
   indices 1..40 — silent until something addressed the deck card with the
   colliding Index (Hoverboarder at deck idx 1 + a token at engine Index 1 made
   GetBattleCardIdx's SingleOrDefault throw on bid 806245601092).

3. BattleCardView.GameObject lazily non-null in the shim (ViewUiTouchStubs.cs).
   The IsRecovery card-create delegate (NetworkBattleManagerBase.cs:379) passes
   null cardGameObject; Skill_metamorphose.cs:147 in the in-play branch then NRE'd
   on `metamorphosedCard.BattleCardView.GameObject.transform.rotation = identity`,
   a purely cosmetic touch with no game-state implication. Bid 283192092460:
   Petrification on a board follower.

4. TranslateChoiceKeyAction unwraps wrapped selectCard on shadow ingest
   (SessionBattleEngine.cs, sibling to TranslateTargetOwners). Live sender-send
   wires Choice plays as selectCard:{cardId:[...], open:0}; engine's
   ConvertToListInt does `value as List<object>` — a Dict casts to null and
   foreach NREs. The receiver's swallow-all catch (NetworkBattleReceiver.cs:1255)
   logs to Debug.LogError + LocalLog — both shimmed/no-op'd headlessly — and
   returns false, but Receive calls ReceivedMessage with checkBreakData:false so
   the false isn't propagated. The play continues with choiceIdList=[], the chosen
   branch never resolves, the played card stays in hand; a later targeted play
   (A's bounce on B's "board" idx 20) then can't find the target → NRE on null in
   ActionProcessor.PlayCard:407. Bid 131549100204: B's Resonance + A's bounce.
   Opponent-relay path is unaffected — node strips selectCard from broadcasts.

5. HeadlessHandViewStub overrides HandUnfocus/HandFocus/FocusRearrangeHandHand
   to return NullVfx. CreateHandControl returns null in headless; the base
   methods unconditionally deref `_handControl.SetHandState(...)`. A follower
   with a when_spell_play Heal trigger fired on its leader for amount 0 — even
   a 0-heal drives ApplyHealing → CreatePullHandInVfx → HandUnfocus → NRE.
   Bid 799755786270: two consecutive spell plays both crashed this stack.
   Added InternalsVisibleTo("SVSim.BattleEngine.Tests") so the shim-level
   regression tests can pin the no-op contracts directly.

Plus the previous-session fixes carried in this same uncommitted state
(see docs/superpowers/plans/2026-06-07-shadow-engine-desync-handoff.md):
  - doesPlayerGoFirst:true + mgr.IsFirst:true (turn-1 draw count correct
    per seat)
  - RecoveryOperationCollection.PlayHandCardOperation routes all type:30
    through PlaySkillSelectHandCardOperation (skips the two-phase user-select
    guard that aborts targeted spells in recovery)
  - ShadowFeed + ToRawBody: server-generated typed bodies (DealBody, etc.)
    converted to RawBody before engine.Receive (`env.Body as RawBody`
    returned null for typed bodies)
  - Ready idxChangeSeed seeds A's XorShift via the receiver; B's seed is
    injected via SeedOppoIdxChange (BattleSeeds.IdxChange + viewerId)
  - ReadySpin defaulted to 0 (was 243) — non-zero double-cranks the shadow
    which ingests BOTH sides' Ready frames on one stream

Test counts: SVSim.UnitTests 1054/1054, SVSim.BattleEngine.Tests 34/34.

Open: known-residual Unity touches are individual whack-a-mole now (per-card
skill edge cases), not the structural divergences fixed here.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 19:05:07 -04:00

65 lines
3.0 KiB
C#

using NUnit.Framework;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace SVSim.BattleEngine.Tests
{
// Regression for the Heal-triggered Skill_heal NRE diagnosed 2026-06-07 (bid 799755786270).
//
// A follower with a `when_spell_play` Heal trigger fires on a spell play and routes through
// Skill_heal.Start → ClassBattleCardBase.ApplyHealing → CreatePullHandInVfx
// → HandViewBase.HandUnfocus (HandViewBase.cs:124-131)
// The base implementation does `_handControl.SetHandState(HandControl.HandState.Unfocus)`.
// HeadlessHandViewStub.CreateHandControl returns null in headless, so `_handControl` is null
// and the base method NREs unconditionally — even when the heal amount is 0.
//
// The fix overrides HandUnfocus/HandFocus/FocusRearrangeHandHand on the stub to return
// NullVfx without touching `_handControl`. These are PURE PRESENTATION methods (visual
// ease-in/ease-out of the hand cards) — no game-state implications — so no-op'ing them
// headless is safe; the surrounding state mutations in ApplyHealing (HealLife, skill triggers)
// still run.
//
// Pattern parity with the metamorphose-NRE shim fix in ViewUiTouchStubs.cs (BattleCardView.GameObject
// lazy non-null): production Unity touches that the headless engine must no-op rather than throw.
[TestFixture]
public class HeadlessHandViewStubTests
{
[Test]
public void HandUnfocus_does_not_throw_and_returns_non_null_vfx()
{
var stub = HeadlessHandViewStub.Instance;
VfxBase vfx = null;
Assert.DoesNotThrow(() => vfx = stub.HandUnfocus(),
"HandUnfocus must no-op headlessly — the live regression (bid 799755786270) crashed " +
"Skill_heal.Start when a when_spell_play Heal trigger fired with heal:0 because the " +
"base HandUnfocus dereferences a null _handControl.");
Assert.That(vfx, Is.Not.Null, "must return a non-null Vfx (caller registers it on a sequential player).");
}
[Test]
public void HandFocus_does_not_throw_and_returns_non_null_vfx()
{
var stub = HeadlessHandViewStub.Instance;
VfxBase vfx = null;
Assert.DoesNotThrow(() => vfx = stub.HandFocus(),
"HandFocus is the sister cosmetic touch (called from CreatePullHandOutVfx on the " +
"OWNER's turn). Same null _handControl, same headless no-op required.");
Assert.That(vfx, Is.Not.Null);
}
[Test]
public void FocusRearrangeHandHand_does_not_throw_and_returns_non_null_vfx()
{
var stub = HeadlessHandViewStub.Instance;
VfxBase vfx = null;
Assert.DoesNotThrow(() => vfx = stub.FocusRearrangeHandHand(),
"FocusRearrangeHandHand reads _handControl.IsHandStateFocus() before dispatching to " +
"HandFocus or HandUnfocus; the base implementation would NRE on the read.");
Assert.That(vfx, Is.Not.Null);
}
}
}