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>
85 lines
3.0 KiB
C#
85 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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public class RecoveryOperationCollection : WatchOperationCollection
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{
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public RecoveryOperationCollection(NetworkBattleManagerBase networkBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
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: base(networkBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
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{
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}
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public override void SecondMulliganOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan, Func<VfxBase> OnEndMulligan)
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{
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OperateMulligan(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
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BattleManagerBase.GetIns().BattlePlayer.IsTurnStartEffectNotFinished = true;
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(OnEndMulligan.GetAllFuncVfxResults());
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}
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public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
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{
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// Route ALL recovery hand-plays through PlayAction (the type:31 PLAY_HAND_SELECT path).
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// PlayAction resolves targets from the receiver's target data and calls PlayActionMove,
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// which bypasses PlayMove's two-phase user-select guard (the guard that aborts on targeted
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// spells with SendEcho+return, waiting for a follow-up type:31 frame that never comes in
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// recovery/shadow mode). PlayAction is the path RecoveryOperationCollection already uses
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// for type:31; unifying type:30 here makes all spell plays resolve headless.
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PlaySkillSelectHandCardOperation(networkPlayCardAction, choiceIdList);
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}
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public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIds = null)
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{
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List<NetworkBattleReceiver.TargetData> targetDataList = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
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SetupNetworkPlayCardAction(networkPlayCardAction, targetDataList);
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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networkPlayCardAction.PlayAction(_isPlayer, choiceIds);
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}));
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}
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public override void BattleFinishOperation()
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{
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((NetworkStandardBattleMgr)_networkBattleMgr)._recoveryController.RecoveryDataHandlerInstance.OnCompleteRecovery += base.BattleFinishOperation;
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}
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public override void TouchOperation()
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{
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}
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public override void SelectObjectOperation()
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{
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}
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public override void TurnEndReady()
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{
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}
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public override void SlideObject()
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{
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}
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protected override void PlayCancelSlide()
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{
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}
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protected override void CallCompleteEvent(ReceivePlayActionsReflectionBase networkAction)
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{
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}
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protected override void CheckStateAndCancel(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction, bool isPlayer)
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{
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}
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protected override void RegisterSequentialVfx(VfxBase operationVfx)
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{
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}
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public override void SendEcho()
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{
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if (_networkBattleMgr._specialWinVfx == null)
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{
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_networkBattleMgr.ClearRegisterCardList();
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}
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}
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}
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