The headless engine accumulates spell-charge for real on the receive path (each spell play runs the played card's own AddSpellChargeCount) and resolves the discounted cost by construction, so the wire-derived spellboost-count bookkeeping is redundant. Engine-source the knownList spellboost COUNT too (prod-faithful) via a new SessionBattleEngine.PlayedCardSpellboost, using the same persist-post-play zone search as PlayedCardCost (SpellChargeCount survives PlayCard; only ctor/ReturnCard zero it). - Delete IdxToSpellboost/SpellboostMap/GetSpellboostMap/RecordSpellboostFrom (BattleSessionState) and MineAlterSpellboosts (KnownListBuilder); token/choice/ copy identity maps are untouched. - BuildPlayedCard takes an engine-sourced spellboost int (drops spellboostMap). - Seed BattleLogManager fusion lists headless (the per-frame filter cleanup NREs on null EnemyFusionCard when a fanfare card registers a CalledCreateFilter) so real spell-charge grantor plays resolve. - Add committed real-charge regression tests (no SeedHandCardSpellboostCost seam): one grantor play accumulates +1 on the reducer -> cost 5->4, count 1, persisting post-play; handler emits cost 4 + spellboost 1 engine-sourced. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
94 lines
3.9 KiB
C#
94 lines
3.9 KiB
C#
using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Dispatch;
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namespace SVSim.UnitTests.BattleNode.Sessions;
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[TestFixture]
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public class BattleSessionStateTests
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{
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private 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 event Func<SVSim.BattleNode.Protocol.MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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public StubParticipant(long id, MatchContext ctx) { ViewerId = id; Context = ctx; }
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public Task PushAsync(SVSim.BattleNode.Protocol.MsgEnvelope e, Stock n, CancellationToken c) => Task.CompletedTask;
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public Task RunAsync(CancellationToken c) => Task.CompletedTask;
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public Task TerminateAsync(BattleFinishReason r) => Task.CompletedTask;
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public ValueTask DisposeAsync() => ValueTask.CompletedTask;
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private void Touch() => FrameEmitted?.Invoke(null!, default);
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}
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private static MatchContext Ctx(params long[] deck) => new(
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SelfDeckCardIds: deck, ClassId: CardClass.Forestcraft, CharaId: "1", CardMasterName: "cm",
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CountryCode: CountryCodes.Korea, UserName: "P", SleeveId: "0", EmblemId: "0", DegreeId: "0",
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FieldId: 0, IsOfficial: 0, BattleModeId: BattleModes.TakeTwo);
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[Test]
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public void GetOrSeedDeckMap_maps_idx_1based_to_the_shuffled_order()
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{
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// The map seeds from GetShuffledDeck, not raw build order. idx (i+1) -> shuffledDeck[i],
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// and the set of cardIds is unchanged (1..3 present, 4 absent).
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var state = new BattleSessionState(masterSeed: 12345);
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var p = new StubParticipant(1, Ctx(900L, 901L, 902L));
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var shuffled = state.GetShuffledDeck(p);
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var map = state.GetOrSeedDeckMap(p);
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Assert.That(map[1], Is.EqualTo(shuffled[0]));
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Assert.That(map[2], Is.EqualTo(shuffled[1]));
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Assert.That(map[3], Is.EqualTo(shuffled[2]));
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Assert.That(map.ContainsKey(4), Is.False);
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Assert.That(new[] { map[1], map[2], map[3] }, Is.EquivalentTo(new[] { 900L, 901L, 902L }));
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}
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[Test]
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public void GetOrSeedDeckMap_is_idempotent_same_instance()
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{
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var state = new BattleSessionState();
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var p = new StubParticipant(1, Ctx(900L));
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Assert.That(state.GetOrSeedDeckMap(p), Is.SameAs(state.GetOrSeedDeckMap(p)));
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}
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[Test]
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public void GetShuffledDeck_is_a_permutation_of_the_input()
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{
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var state = new BattleSessionState(masterSeed: 12345);
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var p = new StubParticipant(1001, Ctx(DistinctDeck()));
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Assert.That(state.GetShuffledDeck(p), Is.EquivalentTo(DistinctDeck()),
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"same multiset of cards, just reordered");
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}
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[Test]
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public void GetShuffledDeck_actually_reorders_a_distinct_deck()
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{
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var state = new BattleSessionState(masterSeed: 12345);
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var p = new StubParticipant(1001, Ctx(DistinctDeck()));
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Assert.That(state.GetShuffledDeck(p), Is.Not.EqualTo(DistinctDeck()),
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"a 30-card distinct deck should not survive the shuffle in original order");
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}
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[Test]
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public void GetShuffledDeck_is_deterministic_for_same_master_seed_and_viewer()
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{
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var a = new BattleSessionState(masterSeed: 777).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
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var b = new BattleSessionState(masterSeed: 777).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
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Assert.That(a, Is.EqualTo(b));
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}
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[Test]
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public void GetShuffledDeck_differs_across_master_seeds()
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{
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var a = new BattleSessionState(masterSeed: 1).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
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var b = new BattleSessionState(masterSeed: 2).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
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Assert.That(a, Is.Not.EqualTo(b));
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}
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private static long[] DistinctDeck() =>
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Enumerable.Range(1, 30).Select(i => 200_000_000L + i).ToArray();
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}
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