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>
57 lines
2.9 KiB
C#
57 lines
2.9 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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using Wizard.Battle.View;
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namespace SVSim.BattleEngine.Tests
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{
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// Regression for the in-play metamorphose NRE diagnosed 2026-06-07 (bid 283192092460).
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//
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// The IsRecovery card-create delegate (NetworkBattleManagerBase.cs:379) passes null for the
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// cardGameObject, which left BattleCardView.GameObject null. Skill_metamorphose.cs:147 in the
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// IsInplay branch then NRE'd on the unguarded
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// metamorphosedCard.BattleCardView.GameObject.transform.rotation = Quaternion.identity
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// — a purely cosmetic transform reset that has no corresponding state mutation, but tripped over
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// null-GameObject before the surrounding mutations (ReplaceInPlay, SetUpInplay,
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// FlagCardAsDestroyedBySkill, RemoveFromInPlay) could complete.
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//
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// Fix: ViewUiTouchStubs.cs's BattleCardView.GameObject is now lazily non-null (matches the
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// existing Component.gameObject pattern at UnityShim.cs:94). The shim materializes a no-op
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// GameObject on first read; the cosmetic touch resolves to a no-op assignment instead of NRE.
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[TestFixture]
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public class BattleCardViewShimTests
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{
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[Test]
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public void GameObject_is_lazily_non_null_so_unguarded_recovery_touches_no_op()
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{
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var view = new BattleCardView();
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Assert.That(view.GameObject, Is.Not.Null,
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"BattleCardView.GameObject must be lazily non-null in the shim so unguarded " +
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"Unity touches on the IsRecovery card-create path (which passes null cardGameObject) " +
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"resolve to no-ops instead of NRE-ing.");
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Assert.That(view.GameObject.transform, Is.Not.Null,
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"GameObject.transform must follow the shim's lazy non-null Component pattern (UnityShim.cs:94).");
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Assert.DoesNotThrow(() => view.GameObject.transform.rotation = Quaternion.identity,
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"Skill_metamorphose.cs:147's cosmetic transform.rotation reset on the in-play branch must " +
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"not throw in the headless IsRecovery path (live bid 283192092460: A's Petrification " +
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"on B's in-play card).");
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}
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[Test]
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public void GameObject_is_stable_across_reads_so_a_set_followed_by_read_returns_the_same_instance()
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{
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// Lazy materialization caches the GameObject on first read, so subsequent reads return
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// the same instance — required for any code path that reads .GameObject, mutates it,
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// and reads again (e.g. follower position/rotation/scale set in sequence).
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var view = new BattleCardView();
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var first = view.GameObject;
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var second = view.GameObject;
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Assert.That(second, Is.SameAs(first),
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"lazy GameObject must cache; otherwise the second read returns a fresh instance " +
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"and any mutation on the first read is lost.");
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}
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}
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}
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