The engine's receive CONDUCTOR fuses each authoritative mutation behind a view call: the play mutation is an InstantVfx registered to VfxMgr, and the deal hand is seated by MulliganPhaseBase.StartDeal wired to OperateReceive.OnReceiveDeal. Headless, the shared VfxMgr no-op'd registration (correct for the direct ActionProcessor path the M2-M12 oracles use) and OnReceiveDeal was never wired, so the receive path resolved nothing. Untangle (Candidate B, zero Engine logic edits): - InstantVfx.Run() opt-in executor (authored shim). - HeadlessConductorVfxMgr : VfxMgr runs registered InstantVfx; wired only via the node's SessionContentsCreator.CreateVfxMgr (verified the receive mgr's VfxMgr comes from there — BattleManagerBase.cs:768). M2-M12 use HeadlessContentsCreator, so they're isolated by construction. - WireMulliganPhase: construct NetworkMulliganPhase + MulliganEventSetting() to install OnReceiveDeal -> StartDeal (the node never pumps the phase machine). View no-op surface (the 7 from the probe, minus 1 not hit; +1 emergent): - Deal wiring (NetworkMulliganPhase) [node seed] - MulliganInfoControl._partsPlayer/_partsOpponent._exchangeMark/_keepZone/_abandonZone [node seed: prefab + SeedMulliganInfoControl] - Data.BattleRecoveryInfo (IsMulliganEnd=false) [EngineGlobalInit seed] - IBattlePlayerView.PlayQueueView -> HeadlessPlayQueueViewStub [_IfaceImpl.g.cs, both getters] - DetailMgr.DetailPanelControl/SubDetailPanelControl [node seed] - BattleCardIconAnimations.collection (emergent: UpdateInPlayBattleCardIconLabel) -> HeadlessIconAnimations empty SkillCollectionBase [_IfaceImpl.g.cs] - BattleMenuBtn (probe item 7): NOT hit on the vanilla path; not seeded. Oracle (HeadlessConductorTests): node Deal seats 3-card hand; a vanilla hand-card Play leaves hand (-1), adds board (+1), drops PP by cost. Regression: 24/24 BattleEngine.Tests oracles (M2-M12) green; 241/241 SVSim.UnitTests BattleNode green. The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact. Node-native battles are the oracle. Drift: no drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
70 lines
3.7 KiB
C#
70 lines
3.7 KiB
C#
using System.Linq;
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using NUnit.Framework;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests.SessionEngine
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{
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[TestFixture]
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public class SessionEngineConstructionTests
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{
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[Test]
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public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup()
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{
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var engine = new SessionBattleEngine();
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Assert.That(engine.IsReady, Is.False);
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}
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[Test]
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public void Setup_builds_two_seat_network_battle_headless()
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{
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HeadlessEngineEnv.EnsureInitialized();
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// Load every card id the two test decks reference so CardMaster can resolve them.
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var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40
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var deckB = Enumerable.Repeat(100011010L, 40).ToList();
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HeadlessCardMaster.Load(100011010);
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var engine = new SessionBattleEngine();
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Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
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Assert.That(engine.IsReady, Is.True);
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}
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[Test]
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public void Receive_one_playactions_resolves_headless()
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{
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// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test
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// predates the M-HC-0b view-untangle: before it, the receive conductor resolved NOTHING
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// headless (every InstantVfx the conductor fused the mutation into was no-op'd by the shared
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// VfxMgr, and OperateReceive.OnReceiveDeal was never wired), so a play "ingested" without
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// touching state and trivially did not reject. Now the conductor RESOLVES (HeadlessConductor
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// VfxMgr runs the InstantVfx; the deal seats the hand). This test feeds the first captured
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// `send PlayActions` WITHOUT first replaying the capture's Deal/mulligan, so the played card
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// is not in the seated hand and the now-live resolution correctly rejects
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// (RemoveSpellCardFromHand: not found). Replaying the capture's Deal first does NOT fix it:
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// the seated deck order can't reproduce the capture's post-mulligan idx references (the
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// documented capture-replay draw-misalignment artifact — see memory
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// project_battle_headless_conductor: "validate via node-native battles"). The valid headless
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// play oracle is now HeadlessConductorTests.Vanilla_play_resolves_on_engine_state_headless.
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Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
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"draw-misalignment makes a captured play unresolvable against a node-seated deck; the " +
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"node-native harness is the post-M-HC-0b oracle. Revive if capture-replay alignment lands.");
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HeadlessEngineEnv.EnsureInitialized();
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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var deck = CaptureReplay.SelfDeckFrom(cl1);
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// Load ALL deck ids in ONE call: HeadlessCardMaster.Load replaces the static CardMaster each
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// call, so a per-id loop would leave only the last card resolvable.
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HeadlessCardMaster.Load(deck.Select(x => (int)x).Distinct().ToArray());
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var engine = new SessionBattleEngine();
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engine.Setup(CaptureReplay.SeedFrom(cl1), seatADeck: deck, seatBDeck: deck);
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var firstPlay = cl1.First(f => f.Direction == "send" && f.Uri == "PlayActions");
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var result = engine.Receive(firstPlay.Env, isPlayerSeat: true);
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Assert.That(result.RejectReason, Is.Null, $"ingest threw/rejected: {result.RejectReason}");
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Assert.That(result.Accepted, Is.True);
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}
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}
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}
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