Drive a node-native battle to seat B's turn, then ingest an opponent
PlayActions reveal frame (knownList[{idx,cardId,to:Field}], isPlayerSeat:false)
matching battle_test_cl2's wire shape. The engine's ReplaceReceivedCard.ReplaceCard
-> CreateActualCard -> CreateBattleCardWithGameObject path resolves headless and
seats the substituted card on seat B's board with the wire cardId. No Engine/ logic
edits and no new view shims were needed — the card-creation view surface is fully
covered by the BackGround/icon-anim/play-queue/hand stubs from Tasks 2/3.
Adds InPlayCardId(seat, boardPos) accessor (SessionBattleEngine + harness) to read a
seated in-play follower's true identity, leader-excluded like BoardCount.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
400 lines
23 KiB
C#
400 lines
23 KiB
C#
extern alias engine;
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using System.Reflection;
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using System.Runtime.Serialization;
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using engine::SVSim.BattleEngine.Rng;
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using SVSim.BattleNode.Protocol;
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using NetworkBattleReceiver = engine::NetworkBattleReceiver;
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using NetworkBattleDefine = engine::NetworkBattleDefine;
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using BattleManagerBase = engine::BattleManagerBase;
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using BattlePlayerBase = engine::BattlePlayerBase;
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using BattleCardBase = engine::BattleCardBase;
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using ClassBattleCardBase = engine::ClassBattleCardBase;
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using CardCreatorBase = engine::CardCreatorBase;
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using SBattleLoad = engine::SBattleLoad;
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using CardTemplate = engine::CardTemplate;
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using GameObject = engine::UnityEngine.GameObject;
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using RealTimeNetworkAgent = engine::RealTimeNetworkAgent;
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using Gungnir = engine::Gungnir;
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using NetworkNullLogger = engine::NetworkNullLogger;
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using ToolboxGame = engine::Wizard.ToolboxGame;
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using GameMgr = engine::GameMgr;
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using BattleUIContainer = engine::BattleUIContainer;
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using BackGroundBase = engine::BackGroundBase;
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using NullPlayerEmotion = engine::Wizard.Battle.Player.Emotion.NullPlayerEmotion;
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using NetworkMulliganPhase = engine::Wizard.Battle.Phase.NetworkMulliganPhase;
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using MulliganInfoControl = engine::Wizard.Battle.Mulligan.MulliganInfoControl;
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using UIWidget = engine::UIWidget;
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using UISprite = engine::UISprite;
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using NullDetailPanelControl = engine::NullDetailPanelControl;
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using DetailPanelControl = engine::DetailPanelControl;
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namespace SVSim.BattleNode.Sessions.Engine;
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/// <summary>One authoritative engine per BattleSession, seated as both players (design ND2). A faithful
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/// SHADOW: it mirrors each client's resolved play, never overrides/rejects/originates (ND1). Ingest is
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/// the engine's own NetworkBattleReceiver.ReceivedMessage (ND4); isPlayer selects the seat (F-N-2).
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///
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/// The headless wiring here is the production analogue of the test HeadlessFixture
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/// (NewNetworkEmitBattle / SeedDeck / InitLeaderLife / InitCardTemplates). It deliberately omits the
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/// emit-only RealTimeNetworkAgent scaffolding the test uses for the SEND path — the shadow engine only
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/// RECEIVES (F-N-2), so no socket-agent is constructed. The engine's global init (CardMaster, GameMgr,
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/// Wizard.Data) is the caller's responsibility (the test does HeadlessEngineEnv.EnsureInitialized;
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/// the live node guards Setup in try/catch so an un-initialized host degrades to a no-op shadow).</summary>
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internal sealed class SessionBattleEngine
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{
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private const int DefaultLeaderLife = 20;
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private HeadlessNetworkBattleMgr? _mgr;
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private NetworkBattleReceiver? _receiver;
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/// <summary>True once Setup has built the two-seat battle.</summary>
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public bool IsReady => _mgr is not null;
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/// <summary>Construct the two-seat network battle from both decks + the master seed (design F-N-5).
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/// <paramref name="seatADeck"/>/<paramref name="seatBDeck"/> are the per-side deck orders the node
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/// already computed (BattleSessionState.GetShuffledDeck) and handed each client.
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/// <paramref name="seatAClass"/>/<paramref name="seatBClass"/> are each seat's class ordinal (1..8,
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/// the <c>CardClass</c> int value); they select the leader's class via the all-8-class
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/// ClassCharacterList EngineGlobalInit installs (chara_id == class_id for 1..8). The 3-arg overload
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/// behavior is preserved by the defaults (1/2), matching the test-harness charaIds.
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/// <para>NOTE: GameMgr (the leader chara ids set below) is a PROCESS GLOBAL. Setting per-session
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/// chara ids is therefore only safe while exactly one engine-backed battle exists at a time — the
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/// invariant <see cref="EngineSessionGate"/> enforces on the caller side.</para></summary>
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public void Setup(int masterSeed,
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IReadOnlyList<long> seatADeck, IReadOnlyList<long> seatBDeck,
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int seatAClass = 1, int seatBClass = 2)
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{
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// Prime the engine's process-global statics (CardMaster, Wizard.Data, all-8-class Master,
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// GameMgr/netUser/udid). Idempotent (process-once); makes the LIVE host ready so Setup succeeds
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// here rather than throwing into the shadow's no-op path (Phase 2 N2, carried-risk A).
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EngineGlobalInit.EnsureInitialized();
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// rng defaults to SeededRandomSource(masterSeed) inside the mgr — the stream is born aligned
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// with the seed the node handed both clients (F-N-5; O-N-2 "bit-aligned anyway").
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var mgr = new HeadlessNetworkBattleMgr(new SessionContentsCreator(masterSeed));
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// Recovery mode is the engine's OWN headless replay path: the live view/UI touches on the
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// receive cycle (BattleUIContainer.DisableMenu, turn-control UI, card-view creation, VFX
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// waits) are all gated `!IsRecovery` (BattleUIContainer.cs:130, BattleManagerBase.cs:1499+),
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// so this collapses them to no-ops without changing authoritative state. Set AFTER construction
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// so the ctor still wired the LIVE NetworkBattleReceiver (ND4) rather than the replay receiver.
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// Safe for shadow: the only thing !IsRecovery additionally enables is EMIT, which a pure shadow
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// never does (it never originates a send).
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mgr.IsRecovery = true;
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// Seat each player as the other's opponent (private field on BattlePlayerBase, as the real
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// match-load does). Mirrors HeadlessFixture.NewNetworkEmitBattle.
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BattlePlayerBase player = mgr.GetBattlePlayer(isPlayer: true);
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BattlePlayerBase enemy = mgr.GetBattlePlayer(isPlayer: false);
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SetField(player, "_opponentBattlePlayer", enemy);
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SetField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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InitLeaderLife(mgr); // a 0-life leader reads as game-over and silently blocks plays
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InitCardTemplates(mgr); // play/draw resolution touches the (no-op) card view layer
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InitHeadlessViews(mgr); // turn/play cycle dereferences UI-container + emotion refs
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InstallHeadlessNetworkAgent(); // turn-flow resolve reads ToolboxGame.RealTimeNetworkAgent
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// Per-session leader class: chara_id == class_id for 1..8 in the all-8-class ClassCharacterList,
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// so writing the seats' class ordinals into GameMgr's DataMgr resolves each leader's correct
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// class. Process-global — safe only under EngineSessionGate (see method remarks above).
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SetGameMgrCharaIds(seatAClass, seatBClass);
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SeedDeck(mgr, seatADeck, isPlayer: true);
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SeedDeck(mgr, seatBDeck, isPlayer: false);
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WireMulliganPhase(mgr); // wire OperateReceive.OnReceiveDeal -> StartDeal (deal seats the hand)
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_mgr = mgr;
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// Use the mgr's OWN receiver — the ctor already wired it to the mgr's OperateReceive +
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// NetworkBattleData (NetworkBattleManagerBase.cs:266, non-recovery branch). This is the same
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// receiver the engine's RecoveryDataHandler drives when replaying recorded frames.
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_receiver = mgr.GetNetworkBattleReceiver();
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}
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/// <summary>Ingest one client frame into the engine for the given seat. <paramref name="isPlayerSeat"/>
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/// maps the sender to the engine's player(true)/opponent(false) seat (F-N-2). A throw/reject is
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/// returned as a detected-desync EVENT (ND6), never silently absorbed.</summary>
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public EngineIngestResult Receive(MsgEnvelope env, bool isPlayerSeat)
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{
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if (_mgr is null || _receiver is null)
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throw new InvalidOperationException("Receive before Setup.");
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var dict = ToEngineDict((env.Body as RawBody)?.Entries);
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var uri = MapUri(env.Uri);
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try
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{
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// Mirror the engine's own recorded-frame replay (RecoveryDataHandler.cs:283): every
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// ingested action resolves through the isHaveSequence ConductReceiveData path, and
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// checkBreakData:false so a partial/handshake frame is not rejected as a break.
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bool accepted = _receiver.ReceivedMessage(
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uri, isHaveSequence: true, dict, isPlayerSeat, handler: null, checkBreakData: false);
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return accepted ? EngineIngestResult.Ok() : EngineIngestResult.Reject($"receiver rejected {env.Uri}");
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}
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catch (Exception ex)
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{
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// Keep the first few frames: a headless-gap NRE/ANE is almost always diagnosable from the
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// call chain (the throwing leaf is often a ThrowHelper, so one frame is too few).
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var site = string.Join(" || ", (ex.StackTrace ?? "").Split('\n').Take(4).Select(s => s.Trim()));
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return EngineIngestResult.Reject($"{env.Uri} threw: {ex.GetType().Name}: {ex.Message} @ {site}");
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}
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}
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// --- live board-state reads (N1 oracle surface; design F-N-4 board-state reads) ----------------
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// Each returns LIVE engine state off the seated player, mirroring the Phase-1 oracle reads
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// (VanillaFollowerOracleTests: player.Pp, player.HandCardList.Count, ClassAndInPlayCardList,
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// leader == the Class card). seat:true == player, false == opponent (F-N-2).
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public int LeaderLife(bool playerSeat) => Seat(playerSeat).Class.Life;
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public int Pp(bool playerSeat) => Seat(playerSeat).Pp;
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public int HandCount(bool playerSeat) => Seat(playerSeat).HandCardList.Count;
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public int DeckCount(bool playerSeat) => Seat(playerSeat).DeckCardList.Count;
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public int Turn(bool playerSeat) => Seat(playerSeat).Turn;
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/// <summary>Followers in play, excluding the leader (the Class card occupies one slot of
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/// ClassAndInPlayCardList).</summary>
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public int BoardCount(bool playerSeat) => Math.Max(0, Seat(playerSeat).ClassAndInPlayCardList.Count - 1);
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/// <summary>The engine <c>Index</c> of the hand card at the given hand position. The receive-path
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/// Play frame addresses a card by its engine Index (playIdx), which equals deck position + 1 for
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/// a card dealt from the seeded deck.</summary>
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public int HandCardIndex(bool playerSeat, int handPos) => Seat(playerSeat).HandCardList[handPos].Index;
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/// <summary>The real <c>CardId</c> (wire identity) of the in-play follower at <paramref name="boardPos"/>
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/// (0-based, skipping the leader/Class card at ClassAndInPlayCardList[0] — same convention as
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/// <see cref="BoardCount"/>). Used to assert an opponent reveal seated the substituted card with its
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/// true identity (M-HC-2): before the reveal the slot holds a hidden dummy (cardId 0); after, the
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/// engine-resolved actual card carries the wire cardId.</summary>
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public int InPlayCardId(bool playerSeat, int boardPos) =>
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Seat(playerSeat).ClassAndInPlayCardList[boardPos + 1].CardId;
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private engine::BattlePlayerBase Seat(bool playerSeat) =>
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(_mgr ?? throw new InvalidOperationException("read before Setup")).GetBattlePlayer(playerSeat);
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private static NetworkBattleDefine.NetworkBattleURI MapUri(NetworkBattleUri uri)
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=> Enum.Parse<NetworkBattleDefine.NetworkBattleURI>(uri.ToString());
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// The receiver reads keys via Enum.IsDefined over NetworkParameter and casts nested values to
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// List<object> / Dictionary<string,object>; the node decodes nested data as the nullable
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// List<object?> / Dictionary<string,object?>. Rebox to the non-nullable shape, dropping nulls
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// (the receiver presence-checks keys, so an absent key is the correct encoding of a null).
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private static Dictionary<string, object> ToEngineDict(Dictionary<string, object?>? entries)
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{
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var result = new Dictionary<string, object>();
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if (entries is null) return result;
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foreach (var (k, v) in entries)
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if (v is not null) result[k] = Rebox(v);
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return result;
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}
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private static object Rebox(object v) => v switch
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{
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Dictionary<string, object?> d => d.Where(kv => kv.Value is not null)
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.ToDictionary(kv => kv.Key, kv => Rebox(kv.Value!)),
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List<object?> l => l.Where(x => x is not null).Select(x => Rebox(x!)).ToList(),
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_ => v,
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};
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// --- headless wiring (production analogue of HeadlessFixture) -----------------------------------
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private static void InitLeaderLife(BattleManagerBase mgr, int life = DefaultLeaderLife)
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{
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((ClassBattleCardBase)mgr.GetBattlePlayer(true).Class).InitBaseMaxLife(life);
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((ClassBattleCardBase)mgr.GetBattlePlayer(false).Class).InitBaseMaxLife(life);
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}
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private static void InitCardTemplates(BattleManagerBase mgr)
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{
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mgr.SBattleLoad = new SBattleLoad
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{
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UnitCardTemplate = new CardTemplate(),
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SpellCardTemplate = new CardTemplate(),
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FieldCardTemplate = new CardTemplate(),
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};
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mgr.Battle3DContainer = new GameObject();
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mgr.CardHolder = new GameObject();
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mgr.ECardHolder = new GameObject();
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mgr.PCardPlace = new GameObject();
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mgr.ChoiceCardHolder = new GameObject();
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mgr.EvolveCardHolder = new GameObject();
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}
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// Seed the no-op UI refs the receive/turn cycle dereferences. Under IsRecovery the methods on
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// these (e.g. BattleUIContainer.DisableMenu) no-op, but the receiver still CALLS them, so the
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// references must be non-null. PlayerEmotion is the engine's own NullPlayerEmotion.
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private static void InitHeadlessViews(BattleManagerBase mgr)
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{
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mgr.BattleUIContainer = (BattleUIContainer)FormatterServices.GetUninitializedObject(typeof(BattleUIContainer));
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// Revealed-card creation (ReplaceReceivedCard.CreateActualCard -> CreateBaseCardGameObject)
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// clones the card prefab under _backGround.m_Battle3DContainer — a field distinct from
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// mgr.Battle3DContainer. Seed a no-op BackGround with a non-null container.
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var bg = (BackGroundBase)FormatterServices.GetUninitializedObject(typeof(BackGroundBase));
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SetProperty(bg, "m_Battle3DContainer", new GameObject());
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SetField(mgr, "_backGround", bg);
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// PlayerEmotion is declared on BattlePlayer (the player seat); BattleEnemy has none — set
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// where present.
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TrySetProperty(mgr.GetBattlePlayer(true), "PlayerEmotion", new NullPlayerEmotion());
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TrySetProperty(mgr.GetBattlePlayer(false), "PlayerEmotion", new NullPlayerEmotion());
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// The receive play path runs SetupActionProcessorEvent (BattlePlayerBase.cs:1431/1438), which
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// wires BattleMgr.DetailMgr.DetailPanelControl.UpdateCardDescription* into OnPlayComplete/
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// OnEvolutionComplete. DetailMgr is created in CreateManager but its panel controls are null
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// headless. Seed the engine's own NullDetailPanelControl no-op (IDetailPanelControl) + an
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// uninitialized SubDetailPanelControl (concrete DetailPanelControl, read on other action arms).
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mgr.DetailMgr.DetailPanelControl = new NullDetailPanelControl();
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mgr.DetailMgr.SubDetailPanelControl =
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(DetailPanelControl)FormatterServices.GetUninitializedObject(typeof(DetailPanelControl));
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}
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// Hold a strong reference to the wired mulligan phase: its StartDeal closure is what
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// OperateReceive.OnReceiveDeal invokes, and it stores the mulligan mgr/controls that seat the hand.
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private NetworkMulliganPhase? _mulliganPhase;
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// Wire the receive path's deal handler. In production the phase machine advances to
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// NetworkMulliganPhase, whose Setup/MulliganEventSetting wires OperateReceive.OnReceiveDeal ->
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// MulliganPhaseBase.StartDeal (NetworkMulliganPhase.cs:91). The node never pumps the phase machine
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// (BattleManagerBase.Update is never called), and the node's PhaseCreator yields no NetworkMulligan
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// phase anyway — so construct the phase directly and run MulliganEventSetting() to install that
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// delegate. The phase ctor's Initialize builds the player/opponent mulligan controls (PlayerMlgCtrl
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// via InitMulligan) off the no-op view leaves the shim GameObject lazily materializes. The DEAL
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// mutation (cards deck->hand) happens synchronously inside StartDeal -> CreateMulliganDealList +
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// DrawFirstMulliganCard; the VFX it returns are cosmetic (dropped by HeadlessConductorVfxMgr).
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private void WireMulliganPhase(HeadlessNetworkBattleMgr mgr)
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{
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// The phase ctor's Initialize does NGUITools.AddChild(Battle3DContainer,
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// GetPrefabMgr().Get("Prefab/UI/MulliganInfo")).GetComponent<MulliganInfoControl>(). PrefabMgr.Get
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// returns null for an unregistered prefab (engine logic — not editable), and AddChild(parent,
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// null) -> Instantiate(null) -> null -> NRE on GetComponent. Seed a no-op GameObject under that
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// key so AddChild clones it and the shim GameObject lazily materializes a no-op
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// MulliganInfoControl. Node seed (allowed); the control is never shown/updated headless.
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var prefab = new GameObject();
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SeedMulliganInfoControl(prefab);
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var prefabData = GameMgr.GetIns().GetPrefabMgr().GetPrefabData();
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prefabData["Prefab/UI/MulliganInfo"] = prefab;
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var phase = new NetworkMulliganPhase(mgr, mgr.NetworkSender);
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phase.MulliganEventSetting();
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_mulliganPhase = phase;
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}
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// Materialize a no-op MulliganInfoControl on the prefab GameObject and seed the view-leaf fields the
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// phase ctor's PlayerMulliganView ctor -> MulliganInfoControl.InitMulliganInfo reads:
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// _partsPlayer/_partsOpponent (private nested MulliganParts) — each needs a non-null _exchangeMark
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// array (read for .Length in InitMulliganInfo) plus non-null _keepZone/_abandonZone UIWidgets
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// (read for .gameObject elsewhere on the mulligan path).
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// The shim GameObject lazily creates the MulliganInfoControl but does NOT fill the MulliganParts
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// (it isn't a Component, so WireComponentFields skips it). Node seed (allowed) — pure no-op view leaves.
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private static void SeedMulliganInfoControl(GameObject prefab)
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{
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var ctrl = prefab.GetComponent<MulliganInfoControl>(); // Shim GameObject.GetComponent<T>() lazily materialises a no-op component — not a real Unity scene; this is intentional and will not NRE.
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var partsType = typeof(MulliganInfoControl)
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.GetNestedType("MulliganParts", BindingFlags.NonPublic)
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?? throw new InvalidOperationException("MulliganInfoControl.MulliganParts nested type not found");
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SetField(ctrl, "_partsPlayer", BuildMulliganParts(partsType));
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SetField(ctrl, "_partsOpponent", BuildMulliganParts(partsType));
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}
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private static object BuildMulliganParts(Type partsType)
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{
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var parts = FormatterServices.GetUninitializedObject(partsType);
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SetField(parts, "_exchangeMark", Array.CreateInstance(typeof(UISprite), 0));
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SetField(parts, "_keepZone", NewUiWidget());
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SetField(parts, "_abandonZone", NewUiWidget());
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return parts;
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}
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// A UIWidget is read for .gameObject (Component.gameObject) on the mulligan path; create one on a
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// fresh GameObject so its gameObject backref resolves.
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private static UIWidget NewUiWidget() => new GameObject().GetComponent<UIWidget>();
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/// <summary>Seat one side's full deck in order (idx == list position + 1). Each card is created
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/// through the engine's own null-view seam and pushed via AddToDeck — the SeedDeck primitive the
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/// test harness proved (HeadlessFixture.SeedDeck).</summary>
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private static void SeedDeck(BattleManagerBase mgr, IReadOnlyList<long> deck, bool isPlayer)
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{
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BattlePlayerBase owner = mgr.GetBattlePlayer(isPlayer);
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for (int i = 0; i < deck.Count; i++)
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{
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var card = CreateHeadlessCard(mgr, (int)deck[i], index: i + 1, isPlayer);
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owner.AddToDeck(card);
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}
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}
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private static readonly MethodInfo CreateCardWithoutResources =
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typeof(CardCreatorBase).GetMethod("CreateCardWithoutResources",
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BindingFlags.NonPublic | BindingFlags.Static)
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?? throw new InvalidOperationException("CardCreatorBase.CreateCardWithoutResources not found");
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private static BattleCardBase CreateHeadlessCard(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
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{
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var io = mgr.CreatePlayerInnerOptionsBuilder();
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var card = (BattleCardBase)CreateCardWithoutResources.Invoke(
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null, new object[] { cardId, index, isPlayer, mgr, io })!;
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mgr.GetBattlePlayer(isPlayer).SetupCardEvent(card);
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return card;
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}
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// The turn-flow + emit bookkeeping reads the global ToolboxGame.RealTimeNetworkAgent (e.g.
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// RealTimeNetworkAgent.GetIsFirstPlayer/GetTurnState, which delegate to GameMgr's
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// NetworkUserInfoData.TurnState; AddActionSequence touches _gungnir). Headless there is no socket
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// agent, so seed a no-op one — mirroring HeadlessFixture.NewNetworkEmitBattle. _notEmit short-
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// circuits the byte-push before any socket I/O; the shadow engine never originates a send anyway.
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// NOTE: this is a process-global; one engine per process is assumed for the shadow (revisit for
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// live multi-session — see design O-N status). Idempotent enough for the per-battle setup.
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private static void InstallHeadlessNetworkAgent()
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{
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var agent = (RealTimeNetworkAgent)FormatterServices.GetUninitializedObject(typeof(RealTimeNetworkAgent));
|
|
agent.SetCurrentMatchingStatus(RealTimeNetworkAgent.MatchingStatus.Prepared);
|
|
SetField(agent, "_gungnir", FormatterServices.GetUninitializedObject(typeof(Gungnir)));
|
|
SetProperty(agent, "NetworkLogger", new NetworkNullLogger());
|
|
SetField(agent, "_notEmit", true);
|
|
ToolboxGame.SetRealTimeNetworkBattle(agent);
|
|
}
|
|
|
|
// Write the two seats' class ordinals into GameMgr's DataMgr leader chara ids. Mirrors the test
|
|
// seam HeadlessFixture.cs:202-204 (SetField(dm, "_playerCharaId"/"_enemyCharaId", ...)). chara_id ==
|
|
// class_id for 1..8 in EngineGlobalInit's all-8-class ClassCharacterList, so the ordinal selects the
|
|
// class. A non-positive ordinal (e.g. CardClass.None == 0) clamps to the default seat (1/2).
|
|
// GameMgr is a process global → safe only under EngineSessionGate (one engine-backed battle at a
|
|
// time).
|
|
private static void SetGameMgrCharaIds(int a, int b)
|
|
{
|
|
var dm = GameMgr.GetIns().GetDataMgr();
|
|
SetField(dm, "_playerCharaId", a <= 0 ? 1 : a);
|
|
SetField(dm, "_enemyCharaId", b <= 0 ? 2 : b);
|
|
}
|
|
|
|
private static void SetField(object obj, string name, object value)
|
|
{
|
|
var f = obj.GetType().GetField(name,
|
|
BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
|
|
?? throw new InvalidOperationException($"{obj.GetType().Name} has no field '{name}'");
|
|
f.SetValue(obj, value);
|
|
}
|
|
|
|
private static void SetProperty(object obj, string name, object value)
|
|
{
|
|
var t = obj.GetType();
|
|
PropertyInfo? p = null;
|
|
while (t is not null && p is null)
|
|
{
|
|
p = t.GetProperty(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
|
|
t = t.BaseType;
|
|
}
|
|
(p ?? throw new InvalidOperationException($"{obj.GetType().Name} has no property '{name}'"))
|
|
.SetValue(obj, value);
|
|
}
|
|
|
|
private static void TrySetProperty(object obj, string name, object value)
|
|
{
|
|
var t = obj.GetType();
|
|
while (t is not null)
|
|
{
|
|
var p = t.GetProperty(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
|
|
if (p is not null) { p.SetValue(obj, value); return; }
|
|
t = t.BaseType;
|
|
}
|
|
}
|
|
}
|