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>
289 lines
15 KiB
C#
289 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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using NUnit.Framework;
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using SVSim.BattleNode.Protocol;
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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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/// <summary>
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/// PHASE 4 — DRAW-RECOMPUTE ROOT-CAUSE VALIDATION (TEST-ONLY; no production fix; no Engine/*.cs edits).
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///
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/// HYPOTHESIS (from the experiment brief): the shadow diverges ("Target card was not found in hand
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/// cards", post-mulligan) because the per-turn network DRAW is a SEEDED-RANDOM pick from the deck via
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/// <c>mgr.StableRandom(...)</c> (SkillRandomSelectFilter.Filtering:49/58), gated by the process-global
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/// <c>BattleManagerBase.IsRandomDraw</c> — which the real match-load sets true via
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/// <c>StartOpening → SetupInitialGameState(areCardsRandomlyDrawn:true)</c> (BattleManagerBase.cs:1098/1110).
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/// The headless <see cref="SessionBattleEngine"/>.Setup never runs SetupInitialGameState, so IsRandomDraw
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/// stays FALSE and the shadow draws TOP-OF-DECK while the clients draw seeded-random → mismatch.
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/// AND the shared <c>_stableRandom</c> stream must be advanced by the wire <c>spin</c> pre-roll the Ready
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/// frame carries (spin=243), which <c>OperateReceive.StartOperate:80-83</c> applies but the shadow never
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/// ingests — so without it the stream is offset.
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///
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/// ISOLATION MATRIX (this is the report's headline): setup frames + real seed are held CONSTANT (the
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/// faithful baseline the prior FullInput experiment pinned at 14); the two NEW variables are toggled:
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/// • {IsRandomDraw=false, no spin} = baseline (top-of-deck draws; the live shadow's effective state)
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/// • {IsRandomDraw=true, no spin} = random-draw active but stream MIS-aligned (expect WORSE)
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/// • {IsRandomDraw=true, +spin} = random-draw active AND stream aligned (the hypothesised fix)
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///
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/// SPIN APPLICATION: spin=243 appears on the Ready frame in BOTH captures (each client applies its own
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/// once). Our shadow shares ONE <c>_stableRandom</c> across both seats (seated as both players), and a
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/// single client's stream sits 243 draws in after ITS Ready — so we apply spin=243 ONCE, after the
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/// Deal/Swap/Ready setup frames and before the plays, exactly where the real client's StartOperate would.
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/// (A scan of both fixtures confirms Ready is the ONLY frame carrying a non-zero spin.)
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/// </summary>
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[TestFixture]
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[NonParallelizable]
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public class CaptureReplayRandomDrawSpinRootCauseTests
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{
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private const int SeatASeed = 1430655717; // cl1 / seat A / player (Ready idxChangeSeed)
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private const int SeatBSeed = 661650374; // cl2 / seat B / opponent
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private const int WireSpin = 243; // both captures' Ready frame spin
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private static readonly HashSet<string> SkipUris = new()
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{
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nameof(NetworkBattleUri.Echo),
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nameof(NetworkBattleUri.ChatStamp),
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nameof(NetworkBattleUri.Gungnir),
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};
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private sealed record HandDump(string Seat, int PlayIdx, string Uri, string Reason,
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int StableRandomCount,
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IReadOnlyList<(int Index, int CardId)> SelfHand,
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IReadOnlyList<(int Index, int CardId)> OppoHand,
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bool PlayIdxInSelfHand, bool PlayIdxInOppoHand);
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private sealed record Cell(bool RandomDraw, bool Spin, int Divergences, HandDump? FirstNotFound);
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private static int ReadPlayIdx(string rawBody)
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{
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using var doc = JsonDocument.Parse(rawBody);
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return doc.RootElement.TryGetProperty("playIdx", out var p) && p.TryGetInt32(out var v) ? v : -1;
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}
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private static List<(int, int)> HandSnapshot(SessionBattleEngine engine, bool seat)
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{
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var list = new List<(int, int)>();
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int n = engine.HandCount(seat);
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for (int i = 0; i < n; i++)
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list.Add((engine.HandCardIndex(seat, i), engine.HandCardId(seat, i)));
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return list;
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}
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private static CapturedFrame Receive(IReadOnlyList<CapturedFrame> frames, string uri) =>
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frames.First(f => f.Direction == "receive" && f.Uri == uri);
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private static Cell Run(bool randomDraw, bool spin)
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{
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var cl1 = CaptureReplay.Load("battle_test_fresh_cl1.ndjson");
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var cl2 = CaptureReplay.Load("battle_test_fresh_cl2.ndjson");
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var deckA = CaptureReplay.SelfDeckFrom(cl1);
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var deckB = CaptureReplay.SelfDeckFrom(cl2);
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Assert.That(deckA, Is.Not.Empty);
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Assert.That(deckB, Is.Not.Empty);
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var engine = new SessionBattleEngine();
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engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
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Assert.That(engine.IsReady, Is.True);
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// CONSTANT across all cells: faithful seed seam (both seats' XorShift active), sidestepping the
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// seat-B Ready NRE — identical to the FullInput experiment's full-inputs cell.
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engine.DebugSeedIdxChange(SeatASeed, SeatBSeed);
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// NEW VARIABLE 1: the IsRandomDraw gate. Set BEFORE any draw (deal is the first draw).
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engine.DebugSetRandomDraw(randomDraw);
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int divergences = 0;
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HandDump? firstNotFound = null;
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void Ingest(MsgEnvelope env, bool seat, string uri, string rawBody)
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{
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var r = engine.Receive(env, isPlayerSeat: seat);
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if (!r.Diverged) return;
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divergences++;
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if (firstNotFound is null && (r.RejectReason ?? "").Contains("not found in hand"))
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{
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var self = HandSnapshot(engine, seat);
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var oppo = HandSnapshot(engine, !seat);
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int playIdx = ReadPlayIdx(rawBody);
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firstNotFound = new HandDump(
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seat ? "A" : "B", playIdx, uri, Trim(r.RejectReason),
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engine.DebugStableRandomCount, self, oppo,
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self.Any(h => h.Item1 == playIdx), oppo.Any(h => h.Item1 == playIdx));
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}
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}
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// --- Phase 1: setup frames (CONSTANT: Deal once + each seat's Swap + Ready) -------------------
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var deal = Receive(cl1, nameof(NetworkBattleUri.Deal));
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Ingest(deal.Env, seat: true, nameof(NetworkBattleUri.Deal), deal.RawBody);
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foreach (var (frames, seat) in new[] { (cl1, true), (cl2, false) })
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{
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var swap = Receive(frames, nameof(NetworkBattleUri.Swap));
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Ingest(swap.Env, seat, nameof(NetworkBattleUri.Swap), swap.RawBody);
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var ready = Receive(frames, nameof(NetworkBattleUri.Ready));
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Ingest(ready.Env, seat, nameof(NetworkBattleUri.Ready), ready.RawBody);
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}
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// NEW VARIABLE 2: the spin pre-roll, applied at mulligan-end (after Ready, before the first
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// turn-start draw) — where OperateReceive.StartOperate applies the Ready's spin in production.
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// ONE application of 243 (shared stream, one client's worth of advance).
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if (spin)
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engine.DebugSpinPreroll(WireSpin);
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// --- Phase 2: replay both clients' interleaved SENDS (the plays) ------------------------------
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var sends = SendsWithRawBody(cl1, cl2)
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.Where(x => !SkipUris.Contains(x.Frame.Uri))
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.ToList();
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foreach (var x in sends)
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Ingest(x.Frame.Env, x.Seat, x.Frame.Uri, x.Frame.RawBody);
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return new Cell(randomDraw, spin, divergences, firstNotFound);
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}
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private static IEnumerable<(CapturedFrame Frame, bool Seat)> SendsWithRawBody(
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IReadOnlyList<CapturedFrame> cl1, IReadOnlyList<CapturedFrame> cl2)
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{
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return cl1.Where(f => f.Direction == "send").Select(f => (f, Seat: true))
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.Concat(cl2.Where(f => f.Direction == "send").Select(f => (f, Seat: false)))
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.OrderBy(x => x.f.Ts)
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.Select(x => (x.f, x.Seat));
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}
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private static string Trim(string? s) => (s ?? "").Split(" @ ")[0];
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[Test]
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public void IsRandomDraw_plus_spin_preroll_isolation_matrix()
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{
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try
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{
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ConfirmSpin();
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var baseline = Run(randomDraw: false, spin: false);
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var rdOnly = Run(randomDraw: true, spin: false);
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var rdSpin = Run(randomDraw: true, spin: true);
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TestContext.WriteLine("=== ISOLATION MATRIX (setup-frames + real-seed held CONSTANT) ===");
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TestContext.WriteLine("IsRandomDraw | spin | divergences");
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TestContext.WriteLine($" false | no | {baseline.Divergences}");
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TestContext.WriteLine($" true | no | {rdOnly.Divergences}");
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TestContext.WriteLine($" true | +243 | {rdSpin.Divergences}");
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DumpFirst("baseline {false,no}", baseline);
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DumpFirst("rd-only {true,no}", rdOnly);
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DumpFirst("rd+spin {true,+243}", rdSpin);
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Assert.Pass(
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$"MATRIX baseline={baseline.Divergences} rdOnly={rdOnly.Divergences} rdSpin={rdSpin.Divergences}");
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}
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catch (SuccessException) { throw; }
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catch (Exception ex)
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{
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TestContext.WriteLine("EXPERIMENT THREW: " + ex);
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throw;
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}
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}
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private static void DumpFirst(string label, Cell c)
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{
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if (c.FirstNotFound is not { } d)
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{
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TestContext.WriteLine($"[{label}] no 'not found in hand' divergence.");
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return;
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}
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TestContext.WriteLine($"[{label}] FIRST 'not found in hand': seat={d.Seat} uri={d.Uri} " +
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$"wire playIdx={d.PlayIdx} stableRandomCount={d.StableRandomCount} reason={d.Reason}");
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TestContext.WriteLine($" playIdx in self hand? {d.PlayIdxInSelfHand} in oppo hand? {d.PlayIdxInOppoHand}");
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TestContext.WriteLine($" SELF (seat {d.Seat}) hand [{d.SelfHand.Count}]: " +
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string.Join(" ", d.SelfHand.Select(h => $"(idx={h.Index},cid={h.CardId})")));
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TestContext.WriteLine($" OPPO hand [{d.OppoHand.Count}]: " +
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string.Join(" ", d.OppoHand.Select(h => $"(idx={h.Index},cid={h.CardId})")));
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}
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/// <summary>STEP 4 (payoff check): with the hypothesised fix applied {IsRandomDraw=true, +spin},
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/// does the engine reach and RESOLVE cl1's spellboost play so PlayedCardSpellboost/PlayedCardCost
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/// return real (non-zero) values? cl1's deck carries the spellboost-scaling follower 101314020 at
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/// deck idx 10/21/25. We replay the {true,+243} cell and, after each accepted seat-A PlayActions,
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/// probe whether any in-play/cemetery card has that id with a resolved cost/spellboost. We report
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/// whether the spellboost play was ever reached at all.</summary>
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[Test]
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public void Spellboost_play_resolution_under_random_draw_plus_spin()
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{
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const int SpellboostCardId = 101314020;
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var cl1 = CaptureReplay.Load("battle_test_fresh_cl1.ndjson");
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var cl2 = CaptureReplay.Load("battle_test_fresh_cl2.ndjson");
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var deckA = CaptureReplay.SelfDeckFrom(cl1);
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var deckB = CaptureReplay.SelfDeckFrom(cl2);
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var engine = new SessionBattleEngine();
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engine.Setup(masterSeed: CaptureReplay.SeedFrom(cl1), seatADeck: deckA, seatBDeck: deckB);
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engine.DebugSeedIdxChange(SeatASeed, SeatBSeed);
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engine.DebugSetRandomDraw(true);
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// setup frames
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engine.Receive(Receive(cl1, nameof(NetworkBattleUri.Deal)).Env, isPlayerSeat: true);
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foreach (var (frames, seat) in new[] { (cl1, true), (cl2, false) })
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{
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engine.Receive(Receive(frames, nameof(NetworkBattleUri.Swap)).Env, isPlayerSeat: seat);
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engine.Receive(Receive(frames, nameof(NetworkBattleUri.Ready)).Env, isPlayerSeat: seat);
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}
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engine.DebugSpinPreroll(WireSpin);
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int acceptedSeatAPlays = 0, divergedBeforeFirstPlay = 0;
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bool spellboostResolved = false;
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int sbCost = -999, sbCharge = -999;
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var sends = SendsWithRawBody(cl1, cl2).Where(x => !SkipUris.Contains(x.Frame.Uri)).ToList();
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bool sawFirstPlay = false;
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foreach (var x in sends)
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{
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bool isPlay = x.Frame.Uri == nameof(NetworkBattleUri.PlayActions);
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var r = engine.Receive(x.Frame.Env, isPlayerSeat: x.Seat);
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if (isPlay && !sawFirstPlay) { sawFirstPlay = true; if (r.Diverged) divergedBeforeFirstPlay++; }
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if (isPlay && x.Seat && !r.Diverged)
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{
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acceptedSeatAPlays++;
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int playIdx = ReadPlayIdx(x.Frame.RawBody);
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long id = engine.PlayedCardId(true, playIdx, 0);
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if (id == SpellboostCardId)
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{
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spellboostResolved = true;
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sbCost = engine.PlayedCardCost(true, playIdx, -1);
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sbCharge = engine.PlayedCardSpellboost(true, playIdx, -1);
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break;
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}
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}
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}
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TestContext.WriteLine($"[spellboost payoff] acceptedSeatAPlays={acceptedSeatAPlays} " +
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$"divergedAtFirstPlay={divergedBeforeFirstPlay} spellboostResolved={spellboostResolved} " +
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$"cost={sbCost} charge={sbCharge}");
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// The replay diverges at the FIRST seat-A play (matrix shows playIdx=8 not in hand), so the
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// engine never advances to the later spellboost play — the visible spellboost symptom is NOT
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// fixed by {IsRandomDraw+spin} because the prerequisite (aligned draws) is not met.
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Assert.That(divergedBeforeFirstPlay, Is.EqualTo(1),
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"the FIRST seat-A play already diverges under {IsRandomDraw=true,+spin}");
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Assert.That(spellboostResolved, Is.False,
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"the spellboost play is never reached because the replay diverges at the first play");
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}
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private static void ConfirmSpin()
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{
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foreach (var fn in new[] { "battle_test_fresh_cl1.ndjson", "battle_test_fresh_cl2.ndjson" })
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{
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var frames = CaptureReplay.Load(fn);
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var ready = Receive(frames, nameof(NetworkBattleUri.Ready));
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var obj = JsonNode.Parse(ready.RawBody)!.AsObject();
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int spin = obj.TryGetPropertyValue("spin", out var s) ? (int)s! : 0;
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TestContext.WriteLine($"Confirmed {fn} Ready spin={spin}");
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Assert.That(spin, Is.EqualTo(WireSpin), $"{fn} Ready spin must equal {WireSpin}");
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}
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}
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}
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}
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