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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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>
176 lines
9.4 KiB
C#
176 lines
9.4 KiB
C#
using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Dispatch;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.UnitTests.BattleNode.Integration;
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/// <summary>
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/// Node-native battle harness for the Headless-Conductor milestones (M-HC-*). It reproduces what
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/// <c>BattleSession.EnsureEngineSetup</c> does — shuffle each side's deck from a FIXED master seed and
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/// <c>SessionBattleEngine.Setup</c> the two seats — then exposes the engine + state + participants so
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/// later milestone tests can drive multi-frame sequences and assert on engine board state.
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///
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/// <para>WHY drive the engine directly (not a full <c>BattleSession</c>): the session's <c>_state</c>
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/// and <c>_engine</c> are private with no fixed-seed injection point, and every milestone assertion is
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/// on engine board state. The engine (<c>SessionBattleEngine</c>) is the unit under test, so we seat it
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/// the same way the session does and skip the WS/dispatch scaffolding.</para>
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///
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/// <para>The oracle by construction: the node assigns idx = position in the shuffled order
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/// (<see cref="BattleSessionState.GetShuffledDeck"/>), and the engine's headless draw is lowest-Index
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/// first, so a FIXED seed makes the engine's draw order reproduce the node's BY CONSTRUCTION.</para>
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///
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/// <para>Engine globals (<c>CardMaster</c>, <c>GameMgr</c>, <c>Wizard.Data</c>) are primed by
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/// <c>SessionBattleEngine.Setup</c> itself (it calls <c>EngineGlobalInit.EnsureInitialized()</c>, which
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/// loads the full cards.json from <c>AppContext.BaseDirectory/Data/cards.json</c>). The harness adds no
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/// global init of its own. NOTE: unlike the live session, the harness does NOT acquire
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/// <c>EngineSessionGate</c> — driving the engine directly bypasses it. One engine-backed battle at a
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/// time is assumed within a test (the engine's process-global statics can't back two concurrently).</para>
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/// </summary>
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internal sealed class NodeNativeBattleHarness : IDisposable
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{
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/// <summary>A deterministic master seed so deck shuffles (and the engine RNG stream born from it)
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/// are reproducible. Matches the value the engine construction tests use.</summary>
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public const int FixedMasterSeed = 12345;
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/// <summary>Default seat A viewer id — distinct from <see cref="DefaultSeatBViewerId"/> so the two
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/// sides shuffle independently (the shuffle seed mixes in the viewer id).</summary>
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public const long DefaultSeatAViewerId = 1001;
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public const long DefaultSeatBViewerId = 1002;
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/// <summary>Spellboost cost-reducer card (looking ahead to M-HC-3). Known id present in cards.json
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/// (sourced from tk2 battle capture / existing engine tests); a cards.json regeneration that drops
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/// it will produce a traceable failure here.</summary>
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public const long SpellboostCardId = 101314020;
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/// <summary>A second spellboost card seen in the tk2 capture. Known id present in cards.json
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/// (sourced from tk2 battle capture / existing engine tests); a cards.json regeneration that drops
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/// it will produce a traceable failure here.</summary>
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public const long SpellboostCardIdAlt = 100314020;
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/// <summary>A plain vanilla follower the engine resolution path proved out
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/// (HeadlessFixture.FollowerId). The bulk of the deterministic deck. Known id present in cards.json
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/// (sourced from tk2 battle capture / existing engine tests); a cards.json regeneration that drops
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/// it will produce a traceable failure here.</summary>
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public const long VanillaFollowerId = 100011010;
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public BattleSessionState State { get; }
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public StubParticipant SeatA { get; }
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public StubParticipant SeatB { get; }
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public SessionBattleEngine Engine { get; }
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/// <summary>This side's deck in the node's shuffled order (idx == position + 1).</summary>
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public IReadOnlyList<long> SeatADeck { get; }
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public IReadOnlyList<long> SeatBDeck { get; }
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private NodeNativeBattleHarness(
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BattleSessionState state, StubParticipant a, StubParticipant b, SessionBattleEngine engine,
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IReadOnlyList<long> seatADeck, IReadOnlyList<long> seatBDeck)
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{
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State = state;
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SeatA = a;
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SeatB = b;
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Engine = engine;
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SeatADeck = seatADeck;
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SeatBDeck = seatBDeck;
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}
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/// <summary>Build a 30-card deck: mostly the vanilla follower plus a couple of spellboost cards
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/// (so later milestones have a cost-reducer to play). All ids exist in cards.json.</summary>
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public static IReadOnlyList<long> DefaultDeck()
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{
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var deck = new List<long>(30) { SpellboostCardId, SpellboostCardIdAlt };
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deck.AddRange(Enumerable.Repeat(VanillaFollowerId, 30 - deck.Count));
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return deck;
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}
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/// <summary>Seat the engine exactly as <c>BattleSession.EnsureEngineSetup</c> does: shuffle each
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/// side's deck from the fixed seed via <see cref="BattleSessionState.GetShuffledDeck"/>, then
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/// <c>SessionBattleEngine.Setup(seed, deckA, deckB, classA, classB)</c>.</summary>
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public static NodeNativeBattleHarness Create(
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IReadOnlyList<long>? seatADeck = null,
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IReadOnlyList<long>? seatBDeck = null,
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CardClass seatAClass = CardClass.Forestcraft,
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CardClass seatBClass = CardClass.Swordcraft,
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int masterSeed = FixedMasterSeed)
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{
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var state = new BattleSessionState(masterSeed);
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var a = new StubParticipant(DefaultSeatAViewerId, MakeCtx(seatADeck ?? DefaultDeck(), seatAClass));
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var b = new StubParticipant(DefaultSeatBViewerId, MakeCtx(seatBDeck ?? DefaultDeck(), seatBClass));
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var shuffledA = state.GetShuffledDeck(a);
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var shuffledB = state.GetShuffledDeck(b);
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var engine = new SessionBattleEngine();
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engine.Setup(state.MasterSeed, shuffledA, shuffledB,
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(int)a.Context.ClassId, (int)b.Context.ClassId);
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return new NodeNativeBattleHarness(state, a, b, engine, shuffledA, shuffledB);
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}
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private static MatchContext MakeCtx(IReadOnlyList<long> deck, CardClass cls) => new(
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SelfDeckCardIds: deck,
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ClassId: cls, CharaId: ((int)cls).ToString(), CardMasterName: "card_master_node_10015",
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CountryCode: CountryCodes.Korea, UserName: "Player", SleeveId: "3000011",
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EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
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BattleModeId: BattleModes.TakeTwo);
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// --- engine board-state pass-throughs (seat:true == player A, false == opponent B) ----------
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public bool IsReady => Engine.IsReady;
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public int LeaderLife(bool playerSeat) => Engine.LeaderLife(playerSeat);
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public int Pp(bool playerSeat) => Engine.Pp(playerSeat);
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public int HandCount(bool playerSeat) => Engine.HandCount(playerSeat);
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public int BoardCount(bool playerSeat) => Engine.BoardCount(playerSeat);
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/// <summary>The engine Index of seat A's hand card at <paramref name="handPos"/> (the playIdx a
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/// Play frame would carry to play it).</summary>
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public int PlayerHandCardIndex(int handPos) => Engine.HandCardIndex(playerSeat: true, handPos);
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/// <summary>Build an envelope for <paramref name="body"/> and ingest it into the engine for the
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/// given seat (player == seat A). Mirrors <c>BattleNodeFlowTests.MakeEnvelopeWith</c> +
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/// <c>SessionBattleEngine.Receive</c>.</summary>
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public EngineIngestResult Push(NetworkBattleUri uri, Dictionary<string, object?> body, bool isPlayerSeat)
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{
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var seat = isPlayerSeat ? SeatA : SeatB;
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var env = new MsgEnvelope(
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uri, ViewerId: seat.ViewerId, Uuid: "udid-test", Bid: null, RetryAttempt: 0,
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Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
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Body: new RawBody(body));
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return Engine.Receive(env, isPlayerSeat);
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}
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public void Dispose() { /* engine holds no unmanaged resources; nothing to release. */ }
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/// <summary>Minimal test-only <see cref="IBattleParticipant"/> exposing only the
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/// <see cref="ViewerId"/> + <see cref="Context"/> that the harness reads. Broker members
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/// (<c>PushAsync</c>, <c>RunAsync</c>, <c>TerminateAsync</c>) throw <see cref="NotSupportedException"/>
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/// — the harness drives the engine directly, so a frame must never reach the participant relay.
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/// Silent no-ops would let a misrouted push pass undetected.</summary>
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internal sealed class StubParticipant : IBattleParticipant
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{
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public long ViewerId { get; }
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public MatchContext Context { get; }
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public StubParticipant(long viewerId, MatchContext context)
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{
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ViewerId = viewerId;
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Context = context;
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}
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#pragma warning disable CS0067 // FrameEmitted is part of the interface but the stub never raises it.
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public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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#pragma warning restore CS0067
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public Task PushAsync(MsgEnvelope envelope, Stock stock, CancellationToken ct) =>
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throw new NotSupportedException("StubParticipant.PushAsync — harness drives the engine directly; a frame must not reach the participant relay.");
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public Task RunAsync(CancellationToken ct) =>
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throw new NotSupportedException("StubParticipant.RunAsync should not be called in harness tests.");
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public Task TerminateAsync(BattleFinishReason reason) =>
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throw new NotSupportedException("StubParticipant.TerminateAsync should not be called in harness tests.");
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public ValueTask DisposeAsync() => ValueTask.CompletedTask;
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}
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}
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