Files
SVSimServer/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs
gamer147 07ffc8906d feat(battlenode): opponent reveal resolves on engine state via ReplaceReceivedCards (M-HC-2)
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>
2026-06-06 20:51:55 -04:00

297 lines
16 KiB
C#

using System.Collections.Generic;
using NUnit.Framework;
using SVSim.BattleNode.Protocol;
namespace SVSim.UnitTests.BattleNode.Integration;
/// <summary>
/// Headless-Conductor milestone tests (M-HC-*). The oracle is a node-native battle:
/// a FIXED master seed + FIXED decks drive the engine's receive path headless, and we
/// assert on engine board-state. By construction the node assigns idx = position in the
/// shuffled order, so the engine's headless draw reproduces the node's draw order.
///
/// Task 1 (M-HC-0a) exit criterion: the engine seats headless (IsReady) in the
/// SVSim.UnitTests process.
///
/// Task 2 (M-HC-0b) exit criterion: a node-generated <c>Deal</c> seats the 3-card hand and a
/// vanilla hand-card <c>Play</c> resolves on ENGINE board state (card left hand, PP dropped
/// by cost, board reflects the play) — driven through the receive CONDUCTOR, not the
/// direct ActionProcessor path the M2-M12 oracles use.
///
/// Task 3 (M-HC-1) exit criterion: the mulligan ops (<c>Swap</c> seats the post-mulligan hand —
/// idx-3 swapped for the next unused deck idx-4) and turn ops (<c>Ready</c>/<c>TurnStart</c>/
/// <c>TurnEnd</c>) resolve headless, so two full turns of a node-native battle track on engine
/// state (hand/board/PP/deck/turn/leader-life on both seats match the deterministic progression
/// at each boundary). All driven through the same receive conductor.
/// </summary>
[TestFixture]
[NonParallelizable]
public class HeadlessConductorTests
{
[Test]
public void Harness_seats_engine_headless_and_is_ready()
{
using var harness = NodeNativeBattleHarness.Create();
Assert.That(harness.IsReady, Is.True,
"Engine must seat headless: EngineGlobalInit ran + both decks seeded. " +
"If false, the most likely cause is a missing cards.json content link in " +
"SVSim.UnitTests.csproj (EngineGlobalInit reads AppContext.BaseDirectory/Data/cards.json).");
// Non-vacuous: a seated engine has live board state for BOTH seats. Reading these off a
// not-really-set-up engine would throw (Seat() guards on _mgr). Leader life is the headless
// default (20) before any frame is ingested.
Assert.That(harness.LeaderLife(playerSeat: true), Is.EqualTo(20), "seat A leader life");
Assert.That(harness.LeaderLife(playerSeat: false), Is.EqualTo(20), "seat B leader life");
}
// The node's BuildDeal opening hand: pos->idx (0,1),(1,2),(2,3). hand == deck idx 1,2,3, i.e.
// the top 3 of the node-native shuffled deck. Both seats deal the same idx triple.
private static Dictionary<string, object?> DealBody() => new()
{
["self"] = PosIdxList((0, 1), (1, 2), (2, 3)),
["oppo"] = PosIdxList((0, 1), (1, 2), (2, 3)),
};
// A minimal vanilla hand-card play: type 30 == PLAY_HAND; playIdx is the played card's index.
// No targetList/orderList — a vanilla follower auto-resolves with no selection.
private static Dictionary<string, object?> PlayBody(int playIdx) => new()
{
["playIdx"] = playIdx,
["type"] = 30,
};
// A pos->idx list (the wire shape NetworkParameter.self/oppo carry: an ordered list of
// {pos, idx} dicts). The receiver re-sorts by pos into the seat's idx list.
private static List<object?> PosIdxList(params (int pos, int idx)[] entries)
{
var list = new List<object?>(entries.Length);
foreach (var (pos, idx) in entries)
list.Add(new Dictionary<string, object?> { ["pos"] = pos, ["idx"] = idx });
return list;
}
// Server-authored Swap RESPONSE frame (the shadow ingests this, NOT the client's {idxList}
// Submit). It carries the POST-mulligan self hand as pos->idx. Swapping the pos-2 card (deck
// idx 3) pulls the next unused deck idx (4) — exactly battle_test_cl1's Swap receive frame.
private static Dictionary<string, object?> SwapBody() => new()
{
["self"] = PosIdxList((0, 1), (1, 2), (2, 4)),
};
// Server-authored Ready frame: both hands known + the idxChangeSeed/spin the receiver
// consumes to seal the mulligan and start turn 1. Mirrors battle_test_cl1's Ready receive.
private static Dictionary<string, object?> ReadyBody() => new()
{
["self"] = PosIdxList((0, 1), (1, 2), (2, 4)), // same post-mulligan self hand as SwapBody — Ready re-echoes it
["oppo"] = PosIdxList((0, 1), (1, 2), (2, 3)),
["idxChangeSeed"] = 857671914,
["spin"] = 0,
};
private static Dictionary<string, object?> TurnStartBody() => new() { ["spin"] = 0 };
private static Dictionary<string, object?> TurnEndBody() => new() { ["turnState"] = 0 };
// An opponent play that REVEALS the played card. The wire shape is taken verbatim from
// battle_test_cl2.ndjson's first opponent PlayActions frame:
// { playIdx, type:30, knownList:[{idx, cardId, to:30, spellboost:0, attachTarget:""}] }
// type 30 == PLAY_HAND; knownList[].idx == the hidden dummy's engine Index; cardId == the real
// identity to substitute; to 30 == NetworkCardPlaceState.Field (the card lands in play).
private static Dictionary<string, object?> RevealPlayBody(int idx, long cardId) => new()
{
["playIdx"] = idx,
["type"] = 30,
["knownList"] = new List<object?>
{
new Dictionary<string, object?>
{
["idx"] = idx,
["cardId"] = cardId,
["to"] = 30,
["spellboost"] = 0,
["attachTarget"] = "",
},
},
};
[Test]
public void Swap_seats_post_mulligan_hand_headless()
{
using var harness = NodeNativeBattleHarness.Create();
var deal = harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true);
Assert.That(deal.Accepted, Is.True, $"Deal rejected: {deal.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3), "post-Deal hand");
var swap = harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true);
Assert.That(swap.Accepted, Is.True, $"Swap rejected: {swap.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3),
"the swapped slot is replaced, not removed — hand stays at 3");
// The pos-2 card was the deck-idx-3 card; the swap replaces it with the deck-idx-4 card.
// The kept cards (idx 1, 2) stay put. Assert the engine hand holds idx {1,2,4}.
var handIdxs = new[]
{
harness.PlayerHandCardIndex(0),
harness.PlayerHandCardIndex(1),
harness.PlayerHandCardIndex(2),
};
Assert.That(handIdxs, Is.EquivalentTo(new[] { 1, 2, 4 }),
"post-mulligan hand must hold deck idx 1,2,4 (idx-3 swapped for the next unused idx-4)");
}
[Test]
public void Two_turns_track_on_engine_state_headless()
{
// The oracle is the engine's OWN deterministic node-native progression off the fixed seed:
// every value below is the engine-resolved state, reproducible by construction. The shadow
// ingests the same server-authored frame stream the live node emits (Deal/Swap/Ready then
// per-turn TurnStart/TurnEnd — the exact receive frames captured in battle_test_cl1.ndjson).
using var harness = NodeNativeBattleHarness.Create();
// --- mulligan barrier: Deal, Swap, Ready -------------------------------------------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted,
Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted,
Is.True, "Swap");
var ready = harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true);
Assert.That(ready.Accepted, Is.True, $"Ready rejected: {ready.RejectReason}");
// After Ready the mulligan is sealed and the main phase is entered, but no turn has been
// opened yet (TurnStart does the ramp + draw). Seat A holds its post-mulligan 3-card hand;
// the opponent's hand stays hidden until its reveal frames land (Task 4) — node-native, the
// opponent's opening hand is never disclosed to the relay before its own turn.
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3), "seat A hand after Ready");
Assert.That(harness.Turn(playerSeat: true), Is.EqualTo(0), "no turn opened yet after Ready");
// --- turn 1 (seat A active) -------------------------------------------------------------
// Seat A is the engine's player seat and is NOT game-first here, so turn-1 draws TWO cards
// (the standard second-player turn-1 draw). PP ramps to 1.
var t1 = harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true);
Assert.That(t1.Accepted, Is.True, $"turn1 TurnStart rejected: {t1.RejectReason}");
Assert.That(harness.Turn(playerSeat: true), Is.EqualTo(1), "seat A turn counter");
Assert.That(harness.Pp(playerSeat: true), Is.EqualTo(1), "turn 1 ramps seat A max PP to 1");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(5),
"turn-1 second-player draw is 2 cards (3 -> 5)");
Assert.That(harness.DeckCount(playerSeat: true), Is.EqualTo(25), "seat A deck after draw");
// End seat A's turn.
var t1End = harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true);
Assert.That(t1End.Accepted, Is.True, $"turn1 TurnEnd rejected: {t1End.RejectReason}");
// --- turn 2 (seat B active) -------------------------------------------------------------
// Seat B opens its first turn: PP ramps to 1 and it draws its turn-1 card. (Seat B's deck
// started full at 30 because its opening hand is dealt into hidden zones, not its
// HandCardList, until reveal — so its first visible draw moves deck 30 -> 29, hand 0 -> 1.)
var t2 = harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false);
Assert.That(t2.Accepted, Is.True, $"turn2 TurnStart rejected: {t2.RejectReason}");
Assert.That(harness.Turn(playerSeat: false), Is.EqualTo(1), "seat B turn counter");
Assert.That(harness.Pp(playerSeat: false), Is.EqualTo(1), "turn 2 ramps seat B max PP to 1");
Assert.That(harness.HandCount(playerSeat: false), Is.EqualTo(1), "seat B turn-1 draw");
// Seat B's opening hand was dealt into hidden zones (not HandCardList), so its deck started at 30;
// the single turn-1 draw brings it to 29.
Assert.That(harness.DeckCount(playerSeat: false), Is.EqualTo(29), "seat B deck after turn-1 draw");
// Both leaders untouched (no damage dealt across the two opening turns) — state tracks
// cleanly on BOTH seats at the turn boundary.
Assert.That(harness.LeaderLife(playerSeat: true), Is.EqualTo(20), "seat A leader life");
Assert.That(harness.LeaderLife(playerSeat: false), Is.EqualTo(20), "seat B leader life");
}
[Test]
public void Opponent_reveal_seats_card_on_seat_B_headless()
{
// Seat B's deck idx 1 is a known vanilla follower, so the reveal's wire cardId maps to a real
// card the opponent can play to the board. (Seat A's deck is left at default — irrelevant here.)
var seatBDeck = new List<long> { NodeNativeBattleHarness.VanillaFollowerId };
seatBDeck.AddRange(NodeNativeBattleHarness.DefaultDeck());
seatBDeck = seatBDeck.GetRange(0, 30);
using var harness = NodeNativeBattleHarness.Create(seatBDeck: seatBDeck);
// --- drive to seat B's turn (reuse Task 3's two-turn sequence) ---------------------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted,
Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted,
Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted,
Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnEnd");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted,
Is.True, "turn2 TurnStart (seat B active)");
// Seat B's opening hand is hidden (deck reads full minus its single turn-1 draw); its cards
// have NOT been disclosed to the relay yet. The dummy at engine Index 1 is the deck-idx-1 card
// (the vanilla follower), seated in a hidden zone — NOT on the board. Confirm seat B's board is
// empty BEFORE the reveal, so the post-reveal +1 is decisively the reveal seating the card.
// (Node-native, the harness seeds each side's cards with their real id rather than cardId-0
// dummies — it knows both decks — so the reveal substitution is identity-preserving here; the
// board delta is what proves ReplaceReceivedCard.ReplaceCard -> CreateActualCard resolved the
// card onto the board headless. M-HC-5 exercises a true cardId-0 -> cardId substitution.)
var boardBefore = harness.BoardCount(playerSeat: false);
Assert.That(boardBefore, Is.EqualTo(0), "seat B has no board followers before the reveal");
// --- the reveal: an opponent PlayActions frame carrying a knownList that discloses idx 1 ---
const long revealedCardId = NodeNativeBattleHarness.VanillaFollowerId;
var reveal = harness.Push(
NetworkBattleUri.PlayActions, RevealPlayBody(idx: 1, cardId: revealedCardId),
isPlayerSeat: false);
Assert.That(reveal.Accepted, Is.True, $"opponent reveal rejected: {reveal.RejectReason}");
Assert.That(harness.BoardCount(playerSeat: false), Is.EqualTo(boardBefore + 1),
"the revealed follower must seat on seat B's board");
Assert.That(harness.InPlayCardId(playerSeat: false, boardPos: 0), Is.EqualTo((int)revealedCardId),
"the seated card's identity must equal the wire cardId from the reveal");
}
[Test]
public void Deal_seats_three_card_hand_headless()
{
using var harness = NodeNativeBattleHarness.Create();
var result = harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true);
Assert.That(result.Accepted, Is.True, $"Deal rejected: {result.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3),
"Deal must seat the 3-card opening hand on the player seat.");
}
[Test]
public void Vanilla_play_resolves_on_engine_state_headless()
{
// Deck idx 1/2/3 are the top three of the shuffled deck; arrange idx-1 to be a known vanilla
// follower so the Play assertion is decisive. Put the vanilla follower first; the rest of the
// default deck (spellboost + vanillas) follows.
var deck = new List<long> { NodeNativeBattleHarness.VanillaFollowerId };
deck.AddRange(NodeNativeBattleHarness.DefaultDeck());
deck = deck.GetRange(0, 30);
using var harness = NodeNativeBattleHarness.Create(seatADeck: deck);
var deal = harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true);
Assert.That(deal.Accepted, Is.True, $"Deal rejected: {deal.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3), "post-Deal hand");
var ppBefore = harness.Pp(playerSeat: true);
var handBefore = harness.HandCount(playerSeat: true);
var boardBefore = harness.BoardCount(playerSeat: true);
// The played card is at hand index 1 (deck idx 1 -> the first dealt card; engine card Index
// mirrors deck position+1). The shuffle determines which deck idx-1 maps to; we only need a
// vanilla follower in the opening hand. Use the first dealt idx.
var playIdx = harness.PlayerHandCardIndex(0);
var play = harness.Push(NetworkBattleUri.PlayActions, PlayBody(playIdx), isPlayerSeat: true);
Assert.That(play.Accepted, Is.True, $"Play rejected: {play.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(handBefore - 1),
"the played card must leave the hand");
Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(boardBefore + 1),
"a follower play must add one to the board");
Assert.That(harness.Pp(playerSeat: true), Is.LessThan(ppBefore),
"PP must drop by the played card's cost");
}
}