Files
SVSimServer/SVSim.BattleEngine.Tests/SessionEngine/CaptureReplayFullInputDivergenceExperimentTests.cs
gamer147 addeb021d2 fix(battlenode): shadow engine tracks live PvP wire-truth (full battle, multiple bid regressions)
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>
2026-06-07 19:05:07 -04:00

276 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.Json;
using System.Text.Json.Nodes;
using NUnit.Framework;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests.SessionEngine
{
/// <summary>
/// PHASE 4 — DECISIVE VERIFICATION (TEST-ONLY, no production fix, no Engine/*.cs edits).
///
/// QUESTION: does feeding the headless shadow engine the FULL client inputs (server-authored
/// Deal/Swap/Ready setup frames for BOTH seats + the real per-seat <c>idxChangeSeed</c>) make its
/// recovery-mode draw recompute faithful, so the "Target card was not found in hand cards"
/// divergences vanish?
///
/// This builds the explicit 2x2 {setup-frames ingested: yes/no} x {real seed: yes/no} divergence
/// table over the SAME fresh battle (907324319325, battle_test_fresh_cl1/cl2.ndjson), and — at the
/// FIRST remaining divergence — dumps the engine's hand indices/ids vs the wire's <c>playIdx</c>.
///
/// SEEDING MECHANISM (clean, both seats): the seat-B <c>Ready</c> ingest throws an NRE headless (the
/// recovery deal path isn't headless-clean for the opponent seat), so the wire <c>Ready</c> cannot be
/// relied on to seat seat B's XorShift. To inject the real seed FAITHFULLY for BOTH seats without
/// depending on the throwing Ready, we call the test seam <see cref="SessionBattleEngine"/>.
/// <c>DebugSeedIdxChange(self, oppo)</c> (-> <c>BattleManagerBase.CreateXorShift</c>) BEFORE the
/// mulligan-end frame, with the real per-seat seeds (seat A = cl1's Ready idxChangeSeed = 1430655717,
/// seat B = cl2's = 661650374). We ASSERT both <c>SelfXorShiftActive</c> and <c>OppoXorShiftActive</c>
/// are true after.
///
/// SETUP-FRAME INGEST: identical mechanism to <see cref="CaptureReplayReshuffleRootCauseTests"/> — a
/// single <c>Deal</c> (cl1's receive Deal seats BOTH hands), each seat's <c>Swap</c> (its mulligan),
/// each seat's <c>Ready</c> (mulligan-end). The {no-setup-frames} row SKIPS Deal/Swap/Ready entirely:
/// the engine's autonomous Setup hand stands, and we replay only the plays.
/// </summary>
[TestFixture]
[NonParallelizable]
public class CaptureReplayFullInputDivergenceExperimentTests
{
// Real per-seat idxChangeSeed carried by each client's Ready frame (given in the experiment brief;
// re-confirmed below against the captures).
private const int SeatASeed = 1430655717; // cl1 / seat A / player
private const int SeatBSeed = 661650374; // cl2 / seat B / opponent
private static readonly HashSet<string> SkipUris = new()
{
nameof(NetworkBattleUri.Echo),
nameof(NetworkBattleUri.ChatStamp),
nameof(NetworkBattleUri.Gungnir),
};
private static readonly HashSet<string> MulliganUris = new()
{
nameof(NetworkBattleUri.Deal),
nameof(NetworkBattleUri.Swap),
nameof(NetworkBattleUri.Ready),
};
private sealed record HandDump(string Seat, int PlayIdx, string Uri, string Reason,
IReadOnlyList<(int Index, int CardId)> SelfHand,
IReadOnlyList<(int Index, int CardId)> OppoHand,
bool PlayIdxInSelfHand, bool PlayIdxInOppoHand);
private sealed record Cell(
bool SetupFrames, bool RealSeed,
int Divergences, bool SelfXorActive, bool OppoXorActive,
HandDump? FirstNotFoundDump);
private static int ReadPlayIdx(string rawBody)
{
using var doc = JsonDocument.Parse(rawBody);
return doc.RootElement.TryGetProperty("playIdx", out var p) && p.TryGetInt32(out var v) ? v : -1;
}
// Snapshot a seat's hand as (engine Index, CardId) pairs. Reads through the SessionBattleEngine
// oracle accessors (HandCount/HandCardIndex/HandCardId).
private static List<(int, int)> HandSnapshot(SessionBattleEngine engine, bool seat)
{
var list = new List<(int, int)>();
int n = engine.HandCount(seat);
for (int i = 0; i < n; i++)
list.Add((engine.HandCardIndex(seat, i), engine.HandCardId(seat, i)));
return list;
}
private static Cell Run(bool setupFrames, bool realSeed)
{
var cl1 = CaptureReplay.Load("battle_test_fresh_cl1.ndjson");
var cl2 = CaptureReplay.Load("battle_test_fresh_cl2.ndjson");
var deckA = CaptureReplay.SelfDeckFrom(cl1);
var deckB = CaptureReplay.SelfDeckFrom(cl2);
Assert.That(deckA, Is.Not.Empty);
Assert.That(deckB, Is.Not.Empty);
var engine = new SessionBattleEngine();
engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
Assert.That(engine.IsReady, Is.True);
// Inject the real per-seat seed BEFORE mulligan-end (Ready). Clean both-seat activation via the
// CreateXorShift seam, sidestepping the seat-B Ready NRE.
if (realSeed)
engine.DebugSeedIdxChange(SeatASeed, SeatBSeed);
int divergences = 0;
HandDump? firstNotFound = null;
void Ingest(MsgEnvelope env, bool seat, string uri, string rawBody)
{
var r = engine.Receive(env, isPlayerSeat: seat);
if (!r.Diverged) return;
divergences++;
if (firstNotFound is null && (r.RejectReason ?? "").Contains("not found in hand"))
{
int playIdx = ReadPlayIdx(rawBody);
var self = HandSnapshot(engine, seat);
var oppo = HandSnapshot(engine, !seat);
firstNotFound = new HandDump(
seat ? "A" : "B", playIdx, uri, Trim(r.RejectReason),
self, oppo,
self.Any(h => h.Item1 == playIdx), oppo.Any(h => h.Item1 == playIdx));
}
}
CapturedFrame Receive(IReadOnlyList<CapturedFrame> frames, string uri) =>
frames.First(f => f.Direction == "receive" && f.Uri == uri);
// --- Phase 1: setup frames (optional) ---------------------------------------------------------
if (setupFrames)
{
var deal = Receive(cl1, nameof(NetworkBattleUri.Deal));
Ingest(deal.Env, seat: true, nameof(NetworkBattleUri.Deal), deal.RawBody);
foreach (var (frames, seat) in new[] { (cl1, true), (cl2, false) })
{
var swap = Receive(frames, nameof(NetworkBattleUri.Swap));
Ingest(swap.Env, seat, nameof(NetworkBattleUri.Swap), swap.RawBody);
var ready = Receive(frames, nameof(NetworkBattleUri.Ready));
Ingest(ready.Env, seat, nameof(NetworkBattleUri.Ready), ready.RawBody);
}
}
bool selfActive = engine.SelfXorShiftActive;
bool oppoActive = engine.OppoXorShiftActive;
// Snapshot the engine's post-setup hands (after Deal/Swap/Ready) for the full-inputs cell, so the
// report can compare the engine's mulligan-resolved hand against the wire's Swap/Ready move list.
if (setupFrames && realSeed)
{
TestContext.WriteLine(" [post-setup] engine SELF (seat A) hand: " +
string.Join(" ", HandSnapshot(engine, true).Select(h => $"(idx={h.Item1},cid={h.Item2})")));
TestContext.WriteLine(" [post-setup] engine OPPO (seat B) hand: " +
string.Join(" ", HandSnapshot(engine, false).Select(h => $"(idx={h.Item1},cid={h.Item2})")));
}
// --- Phase 2: replay both clients' interleaved SENDS (the plays) ------------------------------
var sends = SendsWithRawBody(cl1, cl2)
.Where(x => !SkipUris.Contains(x.Frame.Uri))
.ToList();
foreach (var x in sends)
Ingest(x.Frame.Env, x.Seat, x.Frame.Uri, x.Frame.RawBody);
return new Cell(setupFrames, realSeed, divergences, selfActive, oppoActive, firstNotFound);
}
private static IEnumerable<(CapturedFrame Frame, bool Seat)> SendsWithRawBody(
IReadOnlyList<CapturedFrame> cl1, IReadOnlyList<CapturedFrame> cl2)
{
return cl1.Where(f => f.Direction == "send").Select(f => (f, Seat: true))
.Concat(cl2.Where(f => f.Direction == "send").Select(f => (f, Seat: false)))
.OrderBy(x => x.f.Ts)
.Select(x => (x.f, x.Seat));
}
private static string Trim(string? s) => (s ?? "").Split(" @ ")[0];
[Test]
public void Full_input_2x2_divergence_table_and_first_remaining_divergence_dump()
{
// Confirm the brief's per-seat seeds match the captures' Ready frames before relying on them.
ConfirmReadySeeds();
var cells = new[]
{
Run(setupFrames: false, realSeed: false), // baseline-ish: autonomous Setup hand, seed -1
Run(setupFrames: false, realSeed: true),
Run(setupFrames: true, realSeed: false),
Run(setupFrames: true, realSeed: true), // FULL INPUTS
};
TestContext.WriteLine("=== 2x2 DIVERGENCE TABLE (setup-frames x real-seed) ===");
TestContext.WriteLine("setupFrames | realSeed | divergences | selfXor | oppoXor");
foreach (var c in cells)
TestContext.WriteLine(
$" {(c.SetupFrames ? "YES" : "no ")} | {(c.RealSeed ? "YES" : "no ")} | {c.Divergences,2} | {c.SelfXorActive,-5} | {c.OppoXorActive,-5}");
var full = cells.Single(c => c.SetupFrames && c.RealSeed);
TestContext.WriteLine("");
TestContext.WriteLine($"FULL-INPUTS cell: setupFrames=YES realSeed=YES -> divergences={full.Divergences} " +
$"selfXorActive={full.SelfXorActive} oppoXorActive={full.OppoXorActive}");
if (full.FirstNotFoundDump is { } d)
{
TestContext.WriteLine("");
TestContext.WriteLine("=== FIRST 'not found in hand' DIVERGENCE (full-inputs cell) ===");
TestContext.WriteLine($" seat={d.Seat} uri={d.Uri} wire playIdx={d.PlayIdx} reason={d.Reason}");
TestContext.WriteLine($" playIdx in self hand? {d.PlayIdxInSelfHand} in oppo hand? {d.PlayIdxInOppoHand}");
TestContext.WriteLine($" engine SELF (seat {d.Seat}) hand [{d.SelfHand.Count}]: " +
string.Join(" ", d.SelfHand.Select(h => $"(idx={h.Index},cid={h.CardId})")));
TestContext.WriteLine($" engine OPPO hand [{d.OppoHand.Count}]: " +
string.Join(" ", d.OppoHand.Select(h => $"(idx={h.Index},cid={h.CardId})")));
}
else
{
TestContext.WriteLine("");
TestContext.WriteLine("FULL-INPUTS cell produced NO 'not found in hand' divergence.");
}
// EVIDENCE ASSERTIONS (pin the experiment's reproducibility, not a desired fix outcome):
Assert.Multiple(() =>
{
// The seed seam activates BOTH seats' XorShift in every realSeed cell.
foreach (var c in cells.Where(c => c.RealSeed))
{
Assert.That(c.SelfXorActive, Is.True,
$"realSeed cell (setup={c.SetupFrames}) must activate self XorShift");
Assert.That(c.OppoXorActive, Is.True,
$"realSeed cell (setup={c.SetupFrames}) must activate oppo XorShift");
}
// With NO seed seam AND NO setup frames (the live shadow's effective state — never
// ingests the seed-bearing Ready), BOTH seats' XorShift stay inactive.
var bare = cells.Single(c => !c.RealSeed && !c.SetupFrames);
Assert.That(bare.SelfXorActive, Is.False, "no-seed/no-setup leaves self XorShift inactive");
Assert.That(bare.OppoXorActive, Is.False, "no-seed/no-setup leaves oppo XorShift inactive");
// With setup frames but no seam, the seat-A Ready frame's own idxChangeSeed activates the
// SELF XorShift (seat B's Ready NREs before it can seat oppo) — so self is active, oppo isn't.
var setupNoSeam = cells.Single(c => !c.RealSeed && c.SetupFrames);
Assert.That(setupNoSeam.SelfXorActive, Is.True,
"setup-frames cell: seat-A Ready idxChangeSeed activates self XorShift");
Assert.That(setupNoSeam.OppoXorActive, Is.False,
"setup-frames cell: seat-B Ready NREs before seating oppo XorShift");
// THE DECISIVE FINDING: full inputs (setup frames + real seed, both seats' XorShift active)
// do NOT eliminate the divergences — they stay at the 14 baseline.
var full2 = cells.Single(c => c.SetupFrames && c.RealSeed);
Assert.That(full2.SelfXorActive && full2.OppoXorActive, Is.True,
"full-inputs cell has both seats' XorShift active");
Assert.That(full2.Divergences, Is.GreaterThan(0),
"REFUTED: full inputs do NOT make the recovery recompute faithful — divergences remain");
});
}
// Re-confirm the brief's per-seat seeds against the captured Ready frames (fail loudly if the
// fixtures ever drift from the assumed seeds).
private static void ConfirmReadySeeds()
{
var cl1 = CaptureReplay.Load("battle_test_fresh_cl1.ndjson");
var cl2 = CaptureReplay.Load("battle_test_fresh_cl2.ndjson");
int a = ReadReadySeed(cl1);
int b = ReadReadySeed(cl2);
TestContext.WriteLine($"Confirmed Ready idxChangeSeed: cl1(seatA)={a} cl2(seatB)={b}");
Assert.That(a, Is.EqualTo(SeatASeed), "cl1 Ready idxChangeSeed must equal the brief's seat-A seed");
Assert.That(b, Is.EqualTo(SeatBSeed), "cl2 Ready idxChangeSeed must equal the brief's seat-B seed");
}
private static int ReadReadySeed(IReadOnlyList<CapturedFrame> frames)
{
var ready = frames.First(f => f.Direction == "receive" && f.Uri == nameof(NetworkBattleUri.Ready));
var obj = JsonNode.Parse(ready.RawBody)!.AsObject();
return (int)obj["idxChangeSeed"]!;
}
}
}