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>
65 lines
3.0 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|