Step 6 of multi-instancing migration. HeadlessEngineEnv.EnsureInitialized is split into EnsureProcessGlobals (idempotent, process-once) + SeedCharaIdsOnCurrentAmbient (per-test). New TestBattleScope IDisposable sets up a fresh BattleAmbientContext per test. NonParallelizable removed from converted classes; assembly-level Parallelizable(Fixtures) enabled. SVSim.BattleEngine.Tests fully green under parallel test execution. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
546 lines
38 KiB
C#
546 lines
38 KiB
C#
using System.Reflection;
|
|
using SVSim.BattleEngine.Rng;
|
|
using UnityEngine;
|
|
using Wizard;
|
|
using Wizard.Battle;
|
|
using Wizard.Battle.Phase;
|
|
using Wizard.Battle.Recovery;
|
|
using Wizard.Battle.Replay;
|
|
using Wizard.Battle.Resource;
|
|
using Wizard.Battle.View.Vfx;
|
|
using Wizard.BattleMgr;
|
|
|
|
namespace SVSim.BattleEngine.Tests
|
|
{
|
|
// Initializes the global engine state a headless battle assumes exists. In the real client this
|
|
// is populated from /load/index at login; here we author the minimum the resolution path reads.
|
|
public static class HeadlessEngineEnv
|
|
{
|
|
// Simplest zero-skill vanilla follower in cards.json: neutral (clan 0), cost 1, 1/2, no skill.
|
|
public const int FollowerId = 100011010;
|
|
|
|
// M3 next-hardest deterministic card: a fixed-damage spell. 900124030 is an ELF (clan 1, matches
|
|
// PlayerClassId) cost-3 spell whose sole skill is `when_play` `damage=3` to `card_type=class`
|
|
// (the enemy leader) — auto-targeted (no select_count), no RNG. Deterministic burn to the face.
|
|
public const int SpellId = 900124030;
|
|
|
|
// M4 next-hardest deterministic card: a when_play SELF-BUFF follower. 103111050 is an ELF
|
|
// (clan 1) cost-1 1/1 whose sole non-evo skill is `when_play` `powerup` `add_offense=1&add_life=1`
|
|
// with skill_target `character=me&target=self` — it buffs ITSELF, so no target selection (the
|
|
// fanfare auto-resolves). Fixed +1/+1 => a deterministic stat-delta oracle. The skill is gated on
|
|
// `play_count>2`; the headless harness seeds that via the public AddCurrentTrunPlayCount (see the
|
|
// oracle test). Base 1/1 -> 2/2 after the fanfare.
|
|
public const int BuffFollowerId = 103111050;
|
|
public const int BuffAddOffense = 1;
|
|
public const int BuffAddLife = 1;
|
|
|
|
// M5 next-hardest deterministic card: a when_play SUMMON_TOKEN spell. 800134010 is an ELF
|
|
// (clan 1) cost-1 spell whose sole skill is `when_play` `summon_token=100011020` with
|
|
// `skill_target=none` and an UNGATED condition (`character=me`, trivially the caster): it
|
|
// summons exactly ONE neutral 2/2 follower TOKEN onto the caster's board — no target
|
|
// selection, no RNG (Skill_summon_token's random branch is `num >= 0 && !IsForecast`, and
|
|
// this option carries no `random_count`, so num=-1 => the deterministic literal-id path).
|
|
// The new oracle dimension over M2/M3/M4 is a BOARD-COUNT DELTA from a SKILL-CREATED card:
|
|
// a token that was never in the hand/deck appears in play. This is also the first headless
|
|
// exercise of the PUBLIC prefab card-creation path (CardCreatorBase.CreateCard,
|
|
// createNullView:false, via BattlePlayerBase.CreateNextIndexCard) — class-card construction
|
|
// hits `default: return null` and the M2-M4 hand cards used the private null-view seam, so
|
|
// the view-building creation path is genuinely new here.
|
|
public const int TokenSpellId = 800134010;
|
|
public const int SummonedTokenId = 100011020; // neutral 2/2 follower token
|
|
public const int SummonedTokenAtk = 2;
|
|
public const int SummonedTokenLife = 2;
|
|
|
|
// M6 next milestone: the first card requiring TARGET SELECTION — exercises the selectedCards
|
|
// path of ActionProcessor.PlayCard (dormant through M2-M5, all of which played
|
|
// selectedCards: null). 800134020 is an ELF (clan 1) cost-1 SPELL whose sole skill is
|
|
// `when_play` `damage=5` to a SELECTED enemy follower
|
|
// (skill_target=character=op&target=inplay&card_type=unit&select_count=1), ungated
|
|
// (character=me), no RNG, no dynamic `{}` value. The new oracle dimension is SELECTION
|
|
// ROUTING: with TWO followers on the enemy board and ONE passed as selectedCards, only the
|
|
// selected follower takes the 5 damage and the un-selected one is untouched.
|
|
public const int TargetSpellId = 800134020;
|
|
public const int TargetSpellDamage = 5;
|
|
|
|
// Two zero-skill vanilla NEUTRAL followers placed on the ENEMY board. Both have life > the
|
|
// 5 damage so they SURVIVE — this gives a differential life-delta oracle (selected -5,
|
|
// un-selected -0) that reads the authoritative damage path M3 already proved, without
|
|
// depending on follower death/board-removal timing (a separate, unproven mechanic). Distinct
|
|
// base life (13 vs 7) so the two post-states can't coincidentally match.
|
|
public const int SelectTargetFollowerId = 900041010; // neutral 13/13
|
|
public const int UnselectTargetFollowerId = 102011010; // neutral 6/7
|
|
|
|
// M7 next milestone: targeted DESTROY — the first card proving follower DEATH / board-removal
|
|
// resolves in the AUTHORITATIVE (committed) part of PlayCard headless, not the cosmetic
|
|
// post-Process tail. 800144120 is an ELF (clan 1) cost-0 SPELL whose sole skill is `when_play`
|
|
// `destroy` of a SELECTED enemy follower
|
|
// (skill_target=character=op&target=inplay&card_type=unit&select_count=1), ungated
|
|
// (skill_condition=character=me), no RNG, no dynamic value. `destroy` is UNCONDITIONAL removal
|
|
// (vs `damage` needing a >=life amount), so the oracle is the cleanest possible "card left the
|
|
// board": selected follower gone + enemy board count -1 + selected card in CemeteryList, while
|
|
// the un-selected follower stays (routing, M6's lesson, confirmed load-bearing by swapping the
|
|
// selection). Reuses the two M2/M6 vanilla followers as the target board (destroy is
|
|
// unconditional so their stats are irrelevant — distinct ids only so selected vs un-selected
|
|
// can't be confused). InitCardTemplates is NOT needed (destroy creates no card).
|
|
public const int DestroySpellId = 800144120;
|
|
public const int DestroyTargetFollowerId = FollowerId; // neutral 1/2 (the selected, destroyed one)
|
|
public const int DestroyOtherFollowerId = UnselectTargetFollowerId; // neutral 6/7 (the un-selected survivor)
|
|
|
|
// M8 next milestone: LETHAL damage — proves follower DEATH VIA COMBAT MATH (damage >= life ->
|
|
// 0 life -> the same RemoveInplayCard/cemetery death path M7 lit up via `destroy`, but reached
|
|
// through the dominant real-card mechanic: "deal N damage"). Reuses the M6 damage=5 spell
|
|
// (800134020) but with target followers STRADDLING 5 life so the SAME spell kills one and merely
|
|
// chips the other in a single oracle: the SELECTED target has life <= 5 and dies (board -1 +
|
|
// cemetery +1, the M7 assertions), while the UN-SELECTED control has life > 5 and survives at
|
|
// reduced life (the M6 life-delta assertion). This combines M7's removal dimension with M6's
|
|
// life-delta + routing, and distinguishes death-via-damage from the unconditional `destroy`.
|
|
public const int LethalDamageSpellId = TargetSpellId; // 800134020, when_play damage=5
|
|
public const int LethalDamage = TargetSpellDamage; // 5
|
|
public const int LethalTargetFollowerId = FollowerId; // neutral 1/2 (life 2 <= 5 -> dies)
|
|
public const int SurvivorTargetFollowerId = UnselectTargetFollowerId; // neutral 6/7 (life 7 > 5 -> survives at 2)
|
|
|
|
// M9 next milestone: when_play DRAW — proves the HAND/DECK DELTA dimension (design §5's draw
|
|
// oracle): the last deterministic, non-RNG card-effect class no prior milestone touched (M3/M4/
|
|
// M6/M8 moved stats, M2/M5/M7 the board, M3 the leader — none read the deck->hand transfer).
|
|
// 800114010 is an ELF (clan 1) cost-1 SPELL whose sole skill is `when_play` `draw` of ONE card
|
|
// from the caster's own deck (skill_target=character=me&target=deck&card_type=all&random_count=1),
|
|
// ungated (skill_condition=character=me), no evo skill, no preprocess, no dynamic `{}` value.
|
|
//
|
|
// ADAPTATION FROM THE RESUME-GUIDE SHAPE: the guide asked for a `skill_target=none` draw with
|
|
// "no RNG", but no such card exists in cards.json — EVERY draw selects from the deck via a
|
|
// `random_count=N` target filter (skill_option is always literally `none`; the count lives in
|
|
// skill_target). The RNG is neutralized structurally instead: seed the deck with EXACTLY ONE
|
|
// known card, so `random_count=1` over a single-card pool is deterministic regardless of the
|
|
// RandomSeed. This keeps the oracle decisive (drawn id is forced) while exercising the real
|
|
// draw path. Like the summon token, a drawn card is engine-CREATED off the deck the M5 prefab
|
|
// way; unlike summon, the card already exists (we seed it) and the skill only MOVES it deck->hand.
|
|
public const int DrawSpellId = 800114010;
|
|
public const int DeckSeedCardId = FollowerId; // the single known deck card (neutral 1/2 vanilla)
|
|
|
|
// M10 next milestone: the first DYNAMIC `{}`-VALUE card — proves the engine COMPUTES an effect
|
|
// magnitude from live game state (a value the wire can't carry; per memory
|
|
// project_battle_relay_nontargeted_effects this state-derived-value problem is exactly what
|
|
// broke the PvP relay, so proving the engine resolves it headless is the direct validation that
|
|
// the port — not a relay — is the necessary path). Still non-RNG: a seeded state makes the value
|
|
// deterministic. 112134010 is an ELF (clan 1) cost-2 SPELL whose sole skill is `when_play`
|
|
// `damage={me.play_count}-1` to `character=both&target=inplay&card_type=unit` (with a
|
|
// `base_card_id!=900111010|900111020` exclusion) — an AoE over BOTH boards' units, auto-targeted
|
|
// (no select_count, so selectedCards: null like M2-M5), ungated (skill_condition=character=me).
|
|
//
|
|
// The `{}` value resolves (SkillOptionValue.ParseInt) as
|
|
// `_filterVariable.Parse("me.play_count") - 1`, where Parse routes to
|
|
// SkillEnvironmentalPlayCount.Filtering -> playerInfo.GetCurrentTurnPlayCount() (the
|
|
// `isPrePlay=false` resolution path). That is the SAME per-turn counter the public
|
|
// AddCurrentTrunPlayCount feeds (M4 proved this seam drove the play_count>2 GATE; M10 proves it
|
|
// also feeds the `{}` VALUE). The per-play auto-increment AddCurrentTrunPlayCount(1) lives in
|
|
// ActionProcessor's OnBeforePlayCard (BattlePlayerBase.cs:1400), subscribed by
|
|
// SetupActionProcessorEvent — which is ONLY called on the OperateMgr/Prediction/OperationSimulator
|
|
// paths, NOT on the direct `new ActionProcessor(pair).PlayCard` (DP4) path this harness uses. So
|
|
// the headless play does NOT self-bump the per-turn count: the skill reads EXACTLY the seeded
|
|
// GetCurrentTurnPlayCount() and the damage == seeded - 1. The oracle derives the expected
|
|
// magnitude from the engine's OWN live GetCurrentTurnPlayCount(), not from a hardcoded literal,
|
|
// which is the M10 dimension (engine-computed value, not a wire-carried constant).
|
|
//
|
|
// The target is the M6 vanilla NEUTRAL 13/13 follower (SelectTargetFollowerId, already loaded):
|
|
// life 13 > any reasonable seeded count, so it SURVIVES for a clean life-delta read (reusing the
|
|
// M3/M6/M8 damage->life path), and `card_type=unit` excludes both leaders (asserted untouched).
|
|
public const int DynamicDamageSpellId = 112134010;
|
|
public const int DynamicDamageTargetFollowerId = SelectTargetFollowerId; // neutral 13/13 (survives, clean delta)
|
|
// A deliberately non-trivial seeded per-turn play count so the computed damage (== this value)
|
|
// is an obvious state read, not a coincidence with a small literal. The load-bearing probe
|
|
// (M4/M6/M8 discipline) varies this and watches the damage track it.
|
|
public const int DynamicSeededPlayCount = 4;
|
|
|
|
// M12 (the design §5 RNG oracle): reuse the M9 draw spell (800114010, when_play `draw` 1 from the
|
|
// caster's deck via a random_count=1 filter) but over a MULTI-card deck with IsRandomDraw=true.
|
|
// M9 passed only because IsRandomDraw=false takes BattlePlayerBase.LotteryRandomDrawCard's
|
|
// top-of-deck `else` branch (BattlePlayerBase.cs:3174-3185) — a 1-card pool made index 0 the only
|
|
// card. With IsRandomDraw=true the selection runs through SkillRandomSelectFilter.Filtering, which
|
|
// calls BattleManagerBase.GetIns().StableRandom(poolCount) per pick (SkillRandomSelectFilter.cs:42,
|
|
// gated on IsRandomDraw) — the chokepoint HeadlessBattleMgr overrides. So the scripted source picks
|
|
// exactly which deck card is drawn, proving a GENUINE multi-outcome roll (the dimension M9's
|
|
// one-card pool deliberately avoided).
|
|
//
|
|
// Three distinguishable deck cards seeded at consecutive indices; SkillRandomSelectFilter orders
|
|
// the pool by Index (line 34), so the pick index maps to position in this order:
|
|
// index 0 -> RngDeckCardA (100011010), index 1 -> RngDeckCardB (103111050), index 2 -> RngDeckCardC (100011020)
|
|
// All three are already loaded by HeadlessCardMaster.Load via EnsureInitialized (FollowerId,
|
|
// BuffFollowerId, SummonedTokenId), so no Load change is needed.
|
|
public const int RngDrawSpellId = DrawSpellId; // 800114010, when_play draw 1 (random_count=1)
|
|
public const int RngDeckCardA = FollowerId; // neutral 1/2 -> Index-order position 0
|
|
public const int RngDeckCardB = BuffFollowerId; // ELF 1/1 -> Index-order position 1
|
|
public const int RngDeckCardC = SummonedTokenId; // neutral 2/2 -> Index-order position 2
|
|
|
|
private static bool _done;
|
|
private static readonly object _processGlobalsGate = new object();
|
|
|
|
// Process-globals only: load card master, install master data, seed LoadDetail/Crossover,
|
|
// seed Certification.udid. Per-battle/per-test state (IsForecast, chara ids on the DataMgr,
|
|
// NetworkUserInfoData) is now seeded inside TestBattleScope's ctor against the per-scope
|
|
// GameMgr — calling it here would crash because GameMgr.GetIns() Requires an ambient scope.
|
|
// Thread-safe (assembly-level Parallelizable(Fixtures) means many fixtures' [SetUp] race here).
|
|
public static void EnsureProcessGlobals()
|
|
{
|
|
if (_done) return;
|
|
lock (_processGlobalsGate)
|
|
{
|
|
if (_done) return;
|
|
EnsureProcessGlobalsCore();
|
|
_done = true;
|
|
}
|
|
}
|
|
|
|
private static void EnsureProcessGlobalsCore()
|
|
{
|
|
// Wizard.Data.Load: static /load/index snapshot. The ctor's CreateBackgroundId reads
|
|
// Data.Load.data._userTutorial (LoadDetail self-inits _userTutorial). Suppress VFX too.
|
|
Wizard.Data.Load = new Load { data = new LoadDetail() };
|
|
// CardParameter(CardCSVData) reads Data.Crossover.RestrictedCard for deck-limit calc;
|
|
// an empty Crossover returns the default count (no restriction). Private setter -> reflect.
|
|
typeof(Wizard.Data).GetProperty("Crossover",
|
|
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)
|
|
.SetValue(null, new Wizard.Crossover());
|
|
// CardMaster must be non-null before construction (the leader/class card looks up id 0).
|
|
// Load the M2 vanilla follower + the M3 fixed-damage spell + the M4 self-buff follower +
|
|
// the M5 summon-token spell AND the token it summons so each oracle can create + look up
|
|
// real stats. The summoned token id must be present: Skill_summon_token resolves it
|
|
// through CardMaster.GetCardParameterFromId during creation.
|
|
HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId,
|
|
TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId, DestroySpellId, DrawSpellId,
|
|
DynamicDamageSpellId);
|
|
// Master reference data (class-character list) for leader/class card resolution.
|
|
HeadlessMasterData.Install();
|
|
|
|
// The network emit path's payload builder (RealTimeNetworkAgent.CreateEmitData) reads
|
|
// Cute.Certification.Udid (RealTimeNetworkAgent.cs:1407). The Udid getter lazily decodes from
|
|
// Toolbox.SavedataManager (Certification.cs:35), which is null headless. Seed the private static
|
|
// backing field with a non-empty placeholder so the getter short-circuits before touching the
|
|
// savedata manager. The value is opaque to the engine (it's just echoed into the emit dict).
|
|
typeof(Cute.Certification)
|
|
.GetField("udid", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic)
|
|
.SetValue(null, "headless-udid");
|
|
}
|
|
|
|
// Per-ambient seeder: writes the player/enemy chara ids onto the AMBIENT GameMgr's DataMgr.
|
|
// Called by TestBattleScope after the scope is entered so GameMgr.GetIns() routes to the
|
|
// per-test GameMgr, not whichever one happened to be ambient last.
|
|
public static void SeedCharaIdsOnCurrentAmbient()
|
|
{
|
|
// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).
|
|
// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
|
|
// AvatarBattle info (more null statics) which the resolution path doesn't need (the
|
|
// TryGet* accessors are null-tolerant).
|
|
var dm = GameMgr.GetIns().GetDataMgr();
|
|
SetField(dm, "_playerCharaId", HeadlessMasterData.PlayerCharaId);
|
|
SetField(dm, "_enemyCharaId", HeadlessMasterData.EnemyCharaId);
|
|
}
|
|
|
|
// Per-ambient seeder: installs a no-op NetworkUserInfoData on the AMBIENT GameMgr so
|
|
// NetworkBattleManagerBase.CreateBackgroundId()'s GetNetworkUserInfoData().GetFieldId() call
|
|
// resolves (M13). Field id 1 == ForestField, a valid background.
|
|
public static void SeedNetUserOnCurrentAmbient()
|
|
{
|
|
// NetworkBattleManagerBase.CreateBackgroundId() (M13) reads
|
|
// GameMgr.GetIns().GetNetworkUserInfoData().GetFieldId() when the RecoveryManager yields no
|
|
// bg id (NullRecoveryManager.BackGroundId == -1). In production RealTimeNetworkAgent seeds
|
|
// this NetworkUserInfoData at match start; the bare construction path leaves GameMgr's
|
|
// _netUser null (no lazy init, unlike the other GodObject getters). Seed a no-op instance
|
|
// whose _selfInfo carries just "fieldId" (GetFieldId reads _selfInfo["fieldId"]); field id 1
|
|
// == ForestField, a valid background. Nothing here drives game state — it only satisfies the
|
|
// network mgr's background lookup, a background lookup the single-battle path
|
|
// (`SingleBattleMgr`) never performs.
|
|
var netUser = new NetworkUserInfoData();
|
|
netUser.SetSelfInfo(
|
|
new System.Collections.Generic.Dictionary<string, object> { ["fieldId"] = 1 },
|
|
isWatchReplayRecovery: false);
|
|
GameMgr.GetIns().SetNetworkUserInfoData(netUser);
|
|
}
|
|
|
|
// Seed each leader's starting life on a freshly-constructed mgr. The engine does this in
|
|
// BattleManagerBase.SetupInitialGameState -> InitializeClassLife (InitBaseMaxLife per leader),
|
|
// but the full SetupInitialGameState also cascades into rotation/avatar/turn-panel UI init
|
|
// that is irrelevant (and hostile) to a headless resolution test, so apply just the
|
|
// InitializeClassLife subset. Without this a leader's BaseMaxLife defaults to 0 — which reads
|
|
// as already-dead/game-over and silently blocks any card play (the M2 follower oracle never
|
|
// noticed because it only asserted leader life *unchanged*, and 0 == 0).
|
|
public const int DefaultLeaderLife = 20;
|
|
|
|
public static void InitLeaderLife(BattleManagerBase mgr, int life = DefaultLeaderLife)
|
|
{
|
|
((ClassBattleCardBase)mgr.BattlePlayer.Class).InitBaseMaxLife(life);
|
|
((ClassBattleCardBase)mgr.BattleEnemy.Class).InitBaseMaxLife(life);
|
|
}
|
|
|
|
// The PUBLIC prefab card-creation path (CardCreatorBase.CreateCard, createNullView:false) —
|
|
// used by anything the engine creates INTERNALLY (summons, token-draws, etc.), as opposed to
|
|
// the test's direct private null-view seam for hand cards — clones card-template prefabs held
|
|
// on BattleManagerBase.SBattleLoad. The real async battle load (CoLoad) builds these; the bare
|
|
// `new SingleBattleMgr(...)` construction path leaves SBattleLoad null (the M2 NRE was here).
|
|
// Seed it with non-null no-op CardTemplates: their `.gameObject` is a lazy shim no-op, and the
|
|
// shim's CloneObjectToParent + self-consistent object graph carry the rest. Nothing here
|
|
// computes game state — the token's authoritative stats come from CardCSVData, not the view.
|
|
public static void InitCardTemplates(BattleManagerBase mgr)
|
|
{
|
|
mgr.SBattleLoad = new SBattleLoad
|
|
{
|
|
UnitCardTemplate = new CardTemplate(),
|
|
SpellCardTemplate = new CardTemplate(),
|
|
FieldCardTemplate = new CardTemplate(),
|
|
};
|
|
// The created card's transform is positioned/parented under the battle's 3D scene-graph
|
|
// containers (CardCreatorBase.CreateCardTypeBuildInfo reads ins.CardHolder/ECardHolder/
|
|
// PCardPlace/Battle3DContainer). The real battle load instantiates these; seed non-null
|
|
// no-op GameObjects so the positioning resolves (no-op transforms; nothing rendered).
|
|
mgr.Battle3DContainer = new GameObject();
|
|
mgr.CardHolder = new GameObject();
|
|
mgr.ECardHolder = new GameObject();
|
|
mgr.PCardPlace = new GameObject();
|
|
mgr.ChoiceCardHolder = new GameObject();
|
|
mgr.EvolveCardHolder = new GameObject();
|
|
}
|
|
|
|
// The shared headless card-creation primitive. CardCreatorBase.CreateCardWithoutResources is
|
|
// the engine's own null-view creation path (CreateBase -> new *BattleCard(buildInfo).Setup(
|
|
// createNullView:true)); it's private, so reflect it rather than reimplement the 14-arg
|
|
// BuildInfo wiring. The public CardCreatorBase.CreateCard goes through prefab cloning.
|
|
//
|
|
// The engine's CreateCard also calls owner.SetupCardEvent(card); the raw
|
|
// CreateCardWithoutResources seam skips it, so we fold it in here. SetupCardEvent wires the
|
|
// per-card play events (BattlePlayerBase.cs:1452): for a SPELL/amulet it attaches
|
|
// OnPlay -> RemoveSpellCardFromHand and OnFinishWhenPlaySkill -> AddSpellCardToCemetery, which
|
|
// are how a non-follower leaves the hand at all (a follower's hand->field move is intrinsic to
|
|
// SetUpInplay, not event-driven). For a follower SetupCardEvent only attaches an OnEvolve hook
|
|
// that never fires on a vanilla play, so folding it in is a no-op there — making this a single
|
|
// primitive both follower and non-follower oracles can share.
|
|
public static BattleCardBase CreateHeadlessHandCard(int cardId, int index, bool isPlayer, BattleManagerBase mgr)
|
|
{
|
|
var io = mgr.CreatePlayerInnerOptionsBuilder();
|
|
var m = typeof(CardCreatorBase).GetMethod("CreateCardWithoutResources",
|
|
BindingFlags.NonPublic | BindingFlags.Static);
|
|
var card = (BattleCardBase)m.Invoke(null, new object[] { cardId, index, isPlayer, mgr, io });
|
|
BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
|
|
owner.SetupCardEvent(card);
|
|
return card;
|
|
}
|
|
|
|
// Put a follower DIRECTLY onto a player's board headless (vs as a side-effect of PlayCard),
|
|
// for setting up a target board state. Create it through the shared null-view seam, then drive
|
|
// the engine's own hand->field move: HandCardToField requires the card to be in HandCardList,
|
|
// then AddInplayCards it + removes it from hand (BattlePlayerBase.cs:2568). For a vanilla
|
|
// follower the OnAddPlayCard/StopBattleHandCard/OnSummonAfter events it fires are no-ops (no
|
|
// fanfare), so the follower lands on the board at its CardCSVData base stats. M2 proved the
|
|
// hand->field placement path resolves headless.
|
|
public static BattleCardBase PutFollowerInPlay(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
|
|
{
|
|
var card = CreateHeadlessHandCard(cardId, index, isPlayer, mgr);
|
|
BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
|
|
owner.HandCardList.Add(card);
|
|
owner.HandCardToField(card);
|
|
return card;
|
|
}
|
|
|
|
// Push a known card onto a player's DECK headless (the M9 draw oracle's setup primitive). The
|
|
// bare `new SingleBattleMgr(...)` construction leaves DeckCardList non-null-but-empty (ctor at
|
|
// BattlePlayerBase.cs:1050), and a card's deck membership IS its `IsInDeck` (BattleCardBase.cs:970
|
|
// `=> SelfBattlePlayer.DeckCardList.Contains(this)`) — so no separate "in deck" flag is needed.
|
|
// Create the card through the same null-view seam hand/board cards use, then drive the engine's
|
|
// own AddToDeck (BattlePlayerBase.cs:3038): for a vanilla follower it is just DeckCardList.Add
|
|
// (HasDeckSelfSkill is false; the XorShiftRandom/IsMulliganEnd reshuffle bookkeeping short-
|
|
// circuits on the null/inactive headless RNG). The drawn card is then the engine's own deck
|
|
// object, so the oracle can assert deck->hand identity by reference, not just by id.
|
|
public static BattleCardBase SeedDeck(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
|
|
{
|
|
var card = CreateHeadlessHandCard(cardId, index, isPlayer, mgr);
|
|
BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
|
|
owner.AddToDeck(card);
|
|
return card;
|
|
}
|
|
|
|
// Build a headless battle wired for AUTHORITATIVE RNG: real rolls under IsForecast (via the
|
|
// injected source on HeadlessBattleMgr) AND IsRandomDraw=true (the second gate — without it the
|
|
// random-select filters bypass the roll and pick index 0; BattleManagerBase.cs:415,
|
|
// SkillRandomSelectFilter.cs:42). Mirrors the opponent/turn/leader-life wiring every oracle does.
|
|
// Returns the constructed HeadlessBattleMgr; the caller seeds hands/decks/boards and plays.
|
|
public static HeadlessBattleMgr NewAuthoritativeBattle(IRandomSource rng)
|
|
{
|
|
EnsureProcessGlobals(); // sets IsForecast = true among other globals
|
|
BattleManagerBase.IsRandomDraw = true; // the second RNG gate (F-RNG-2)
|
|
var mgr = new HeadlessBattleMgr(new HeadlessContentsCreator(), rng);
|
|
mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
|
|
|
|
var player = mgr.BattlePlayer;
|
|
var enemy = mgr.BattleEnemy;
|
|
SetField(player, "_opponentBattlePlayer", enemy);
|
|
SetField(enemy, "_opponentBattlePlayer", player);
|
|
player.IsSelfTurn = true;
|
|
enemy.IsSelfTurn = false;
|
|
|
|
InitLeaderLife(mgr); // a 0-life leader reads as game-over and blocks plays
|
|
InitCardTemplates(mgr); // the draw VFX touches the drawn card's view layer
|
|
return mgr;
|
|
}
|
|
|
|
// M13 emit-path read. Builds a HeadlessNetworkBattleMgr (the emitting twin of the
|
|
// HeadlessBattleMgr NewAuthoritativeBattle returns) and stands up the OnEmit capture seam: the
|
|
// engine's own RealTimeNetworkAgent.OnEmit event (RealTimeNetworkAgent.cs:1270) fires the played
|
|
// URI before both emit guards, so capturing it needs no Engine/shim edit — just an injected agent.
|
|
// Returns (mgr, emitted-URI list). The caller seeds the hand and drives mgr.OperateMgr.PlayCard.
|
|
public static (HeadlessNetworkBattleMgr mgr, System.Collections.Generic.List<NetworkBattleDefine.NetworkBattleURI> emitted)
|
|
NewNetworkEmitBattle(IRandomSource rng = null)
|
|
{
|
|
EnsureProcessGlobals(); // sets IsForecast = true among other globals
|
|
var mgr = new HeadlessNetworkBattleMgr(new HeadlessContentsCreator(), rng);
|
|
// NOTE: IsRecovery is left FALSE here (unlike the solo NewAuthoritativeBattle). The network
|
|
// emit path is gated on !IsRecovery in BOTH places: NetworkStandardBattleMgr.SendPlayCard
|
|
// (NetworkStandardBattleMgr.cs:155) and the OnSetCardComplete->SendPlayCard subscription in
|
|
// SetUpNetworkOperateEvent (NetworkBattleManagerBase.cs:927, which early-returns under
|
|
// IsRecovery). With IsRecovery=true the play would resolve state but never emit. (The solo
|
|
// NewAuthoritativeBattle uses IsRecovery=true only to collapse VFX wait delays; here the no-op
|
|
// view shims absorb the real view layer instead — see the IsForecast=false block below.)
|
|
|
|
// IsForecast MUST be false on the network emit path. BattleManagerBase.IsVirtualBattle is
|
|
// `=> IsForecast` (BattleManagerBase.cs:657), and NetworkStandardBattleMgr.SendPlayCard is gated
|
|
// on `!IsVirtualBattle` (NetworkStandardBattleMgr.cs:155) — under IsForecast=true the play
|
|
// resolves state but the emit is suppressed. EnsureInitialized leaves IsForecast=true (correct
|
|
// for the direct-ActionProcessor solo oracles, where it suppresses VFX); clear it here so the
|
|
// genuine emit fires. The cost is that VFX registration is no longer short-circuited, so the
|
|
// play exercises the real view layer — those view touches are satisfied by the no-op view shims
|
|
// (InitCardTemplates, the HandView/DetailPanel fills below). M3's damage is literal, immune to
|
|
// any play-count bump the OperateMgr path adds vs the direct path.
|
|
BattleManagerBase.IsForecast = false;
|
|
var player = mgr.BattlePlayer;
|
|
var enemy = mgr.BattleEnemy;
|
|
SetField(player, "_opponentBattlePlayer", enemy);
|
|
SetField(enemy, "_opponentBattlePlayer", player);
|
|
player.IsSelfTurn = true;
|
|
enemy.IsSelfTurn = false;
|
|
|
|
InitLeaderLife(mgr); // a 0-life leader reads as game-over and blocks plays
|
|
InitCardTemplates(mgr); // play/draw VFX touches the card view layer
|
|
// The OperateMgr emit path runs SetupActionProcessorEvent (skipped by the direct-ActionProcessor
|
|
// solo oracles), which subscribes BattleMgr.DetailMgr.DetailPanelControl.UpdateCardDescriptionOnEvent
|
|
// to OnPlayComplete (BattlePlayerBase.cs:1431). DetailMgr is created in CreateManager but its
|
|
// DetailPanelControl (a UI control) is null headless. Seed the engine's own NullDetailPanelControl
|
|
// no-op so the play-complete event resolves without touching the UI.
|
|
mgr.DetailMgr.DetailPanelControl = new NullDetailPanelControl();
|
|
|
|
// Inject a headless RealTimeNetworkAgent so NetworkBattleSender's ToolboxGame.RealTimeNetworkAgent
|
|
// .* calls resolve, and subscribe OnEmit. GetUninitializedObject skips the MonoBehaviour Awake.
|
|
var agent = (RealTimeNetworkAgent)System.Runtime.Serialization.FormatterServices
|
|
.GetUninitializedObject(typeof(RealTimeNetworkAgent));
|
|
// CurrentMatchingStatus has a protected setter; seed it non-Disconnected so EmitMsgPack does not
|
|
// early-return at RealTimeNetworkAgent.cs:1272 (needed only for the best-effort payload read, Task 4;
|
|
// OnEmit fires regardless). The default on the uninitialized object is OffLine (0), which clears the
|
|
// SetCurrentMatchingStatus guards; the only side effect is a static-StringBuilder trace log, so the
|
|
// public setter runs cleanly headless. Prepared (50) is the real enum member (RealTimeNetworkAgent.cs:35).
|
|
agent.SetCurrentMatchingStatus(RealTimeNetworkAgent.MatchingStatus.Prepared);
|
|
|
|
// EmitMsgPack -> AddActionSequence (RealTimeNetworkAgent.cs:1773, fired for the PlayActions URI)
|
|
// does `_gungnir._actionSequenceNum++` and `NetworkLogger.LogInfo(...)`. On the
|
|
// GetUninitializedObject agent both are null (the real ctor builds them at :289/:301). Seed an
|
|
// uninitialized Gungnir (its ctor news a ConnectionReporter + Ticks — unneeded; AddActionSequence
|
|
// only touches the int counter) and the engine's own NetworkNullLogger no-op so the action-seq
|
|
// bookkeeping runs without crashing. Neither drives game state.
|
|
SetField(agent, "_gungnir",
|
|
System.Runtime.Serialization.FormatterServices.GetUninitializedObject(typeof(Gungnir)));
|
|
SetProperty(agent, "NetworkLogger", new NetworkNullLogger());
|
|
|
|
// Suppress the actual socket transmission. After OnEmit fires (RealTimeNetworkAgent.cs:1270, the
|
|
// O1 liveness signal), EmitMsgPack -> EmitMsgUriPack reaches the stockEmitMessageMgr / _manager.Socket
|
|
// network I/O (RealTimeNetworkAgent.cs:1444+/1487) — none of which exists headless. The engine's
|
|
// OWN _notEmit flag (set in recovery/replay) short-circuits EmitMsgUriPack at :1438 BEFORE any of
|
|
// that, so the emit stays genuine (OnEmit already fired through the real send path) while the
|
|
// byte-push is skipped. This is the only honest way to terminate the path headless: we are NOT
|
|
// faking OnEmit, only declining to open a socket we cannot open.
|
|
SetField(agent, "_notEmit", true);
|
|
|
|
var emitted = new System.Collections.Generic.List<NetworkBattleDefine.NetworkBattleURI>();
|
|
agent.OnEmit += uri => emitted.Add(uri);
|
|
Wizard.ToolboxGame.SetRealTimeNetworkBattle(agent);
|
|
|
|
return (mgr, emitted);
|
|
}
|
|
|
|
// M13 Task 4 best-effort: read the emit payload back out of the agent's stock sequencer. With
|
|
// _notEmit=true (NewNetworkEmitBattle terminates the path that way), EmitMsgUriPack short-circuits
|
|
// BEFORE stockEmitMessageMgr.StockData (RealTimeNetworkAgent.cs:1438 vs :1461), so the stock is
|
|
// expected to be null/empty — return null on any null/throw so the test degrades to Inconclusive
|
|
// rather than failing. Field `stockEmitMessageMgr` (:103) + `GetSequenceAllData()`
|
|
// (StockEmitMgr.cs:81, returns List<Dictionary<string,object>>) verified against the copied engine.
|
|
// Precondition: this is expected-null ONLY while NewNetworkEmitBattle sets _notEmit=true and leaves
|
|
// stockEmitMessageMgr unconstructed. If that harness setup changes, revisit — a non-null stock should
|
|
// then make the test ASSERT on the payload rather than defer to Inconclusive.
|
|
public static System.Collections.IList TryReadStockedEmitData(RealTimeNetworkAgent agent)
|
|
{
|
|
try
|
|
{
|
|
var f = typeof(RealTimeNetworkAgent).GetField("stockEmitMessageMgr",
|
|
System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
|
|
var stock = f?.GetValue(agent);
|
|
if (stock == null) return null;
|
|
var m = stock.GetType().GetMethod("GetSequenceAllData");
|
|
return m?.Invoke(stock, null) as System.Collections.IList;
|
|
}
|
|
catch { return null; }
|
|
}
|
|
|
|
private static void SetField(object obj, string name, object value)
|
|
{
|
|
var f = obj.GetType().GetField(name,
|
|
System.Reflection.BindingFlags.Instance |
|
|
System.Reflection.BindingFlags.NonPublic |
|
|
System.Reflection.BindingFlags.Public);
|
|
if (f == null) throw new System.InvalidOperationException(
|
|
$"{obj.GetType().Name} has no field '{name}'");
|
|
f.SetValue(obj, value);
|
|
}
|
|
|
|
// Set a property whose setter is non-public (e.g. RealTimeNetworkAgent.NetworkLogger has a
|
|
// protected setter). Walks the type hierarchy because the declaring type may be a base class.
|
|
private static void SetProperty(object obj, string name, object value)
|
|
{
|
|
var t = obj.GetType();
|
|
System.Reflection.PropertyInfo p = null;
|
|
while (t != null && p == null)
|
|
{
|
|
p = t.GetProperty(name,
|
|
System.Reflection.BindingFlags.Instance |
|
|
System.Reflection.BindingFlags.NonPublic |
|
|
System.Reflection.BindingFlags.Public);
|
|
t = t.BaseType;
|
|
}
|
|
if (p == null) throw new System.InvalidOperationException(
|
|
$"{obj.GetType().Name} has no property '{name}'");
|
|
p.SetValue(obj, value);
|
|
}
|
|
}
|
|
|
|
// Test-side replica of the engine's own StandardBattleMgrContentsCreator (the practice/solo
|
|
// init path: GameMgr.cs:244 `new SingleBattleMgr(new StandardBattleMgrContentsCreator(null, null))`).
|
|
// Authored here (not copied) so we control the seed deterministically; uses the real engine
|
|
// managers verbatim. The real StandardBattleMgrContentsCreator + SingleBattlePhaseCreator were
|
|
// cut from the M1 copy set (entry-point constructors), so we reproduce them minimally.
|
|
public sealed class HeadlessContentsCreator : IBattleMgrContentsCreator
|
|
{
|
|
public int RandomSeed => 12345; // fixed; vanilla follower has no RNG so value is irrelevant
|
|
|
|
// No-op managers (vs the practice path's file-backed SingleBattleRecoveryRecordManager):
|
|
// the ctor's FirstRecoverySetting/FirstReplaySetting dereference these, and recovery/replay
|
|
// recording is irrelevant to the M2 oracle, so use the engine's own null implementations.
|
|
public IRecoveryManager RecoveryManager { get; } = new NullRecoveryManager();
|
|
public IRecoveryRecordManager RecoveryRecordManager { get; } = new NullRecoveryRecordManager();
|
|
public IReplayRecordManager ReplayRecordManager { get; } = new NullReplayRecordManager();
|
|
|
|
public IBattleResourceMgr CreateResourceMgr() => new BattleResourceMgr();
|
|
public VfxMgr CreateVfxMgr() => new VfxMgr();
|
|
public IPhaseCreator CreatePhaseCreator(BattleManagerBase battleMgr) =>
|
|
new HeadlessPhaseCreator(battleMgr);
|
|
}
|
|
|
|
// Equivalent of the engine's SingleBattlePhaseCreator: inherits PhaseCreatorBase wholesale.
|
|
public sealed class HeadlessPhaseCreator : PhaseCreatorBase
|
|
{
|
|
public HeadlessPhaseCreator(BattleManagerBase battleMgr) : base(battleMgr) { }
|
|
}
|
|
}
|