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>
49 lines
3.1 KiB
C#
49 lines
3.1 KiB
C#
// AUTHORED SHIM (not copied). A non-null no-op HandViewBase the headless emit path needs.
|
|
//
|
|
// On the OperateMgr/network play path, BattlePlayerBase.SetupActionProcessorEvent subscribes an
|
|
// OnBeforePlayCard handler that calls BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422) —
|
|
// a pure presentation-layer hand-card removal. The m1_stub_gen generated IBattlePlayerView.HandView getter
|
|
// returns default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
|
|
// (SetupActionProcessorEvent is OperateMgr-only). Seed a single shared no-op HandViewBase whose card-view
|
|
// list is non-null so RemoveCardFromView is a safe no-op (the played card is never in this view's list, so
|
|
// the abstract RearrangeHand is never reached). Nothing here touches game state.
|
|
|
|
using UnityEngine;
|
|
using Wizard.Battle.View.Vfx;
|
|
|
|
namespace Wizard.Battle.View
|
|
{
|
|
internal sealed class HeadlessHandViewStub : HandViewBase
|
|
{
|
|
// Shared instance the generated IBattlePlayerView.HandView getters return headless.
|
|
public static readonly HeadlessHandViewStub Instance = new HeadlessHandViewStub();
|
|
|
|
// Base param ctor initializes the protected _battleCardViewList (the default ctor leaves it null,
|
|
// which RemoveCardFromView would NRE on). CreateHandControl is overridden to a null no-op below.
|
|
public HeadlessHandViewStub() : base(null, null) { }
|
|
|
|
protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
|
|
|
|
protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
|
|
|
|
// HEADLESS-FIX: with CreateHandControl returning null, the base implementations of
|
|
// HandUnfocus/HandFocus/FocusRearrangeHandHand (HandViewBase.cs:124/133/142) NRE on
|
|
// `_handControl.SetHandState(...)`. These are PURE PRESENTATION methods — they ease the hand
|
|
// cards in/out visually as a side effect of leader healing, spell selection, etc. — with no
|
|
// game-state implications, so the safe headless behavior is a no-op returning NullVfx.
|
|
//
|
|
// Live regression: bid 799755786270 (2026-06-07). A follower with a `when_spell_play` Heal
|
|
// trigger fired on its leader for 0 (the trigger fires regardless of heal amount, and even a
|
|
// 0-heal still drives `ApplyHealing` → `CreatePullHandInVfx` → `HandView.HandUnfocus()`
|
|
// unconditionally per ClassBattleCardBase.cs:234/239). Stack:
|
|
// Skill_heal.Start → ClassBattleCardBase.ApplyHealing → CreatePullHandInVfx
|
|
// → HandViewBase.HandUnfocus → NRE on null _handControl.
|
|
// Same pattern as the metamorphose-NRE shim fix (ViewUiTouchStubs.cs's
|
|
// BattleCardView.GameObject lazy non-null): production Unity touches that the headless
|
|
// engine needs to no-op rather than throw.
|
|
public override VfxBase HandUnfocus() => NullVfx.GetInstance();
|
|
public override VfxBase HandFocus() => NullVfx.GetInstance();
|
|
public override VfxBase FocusRearrangeHandHand() => NullVfx.GetInstance();
|
|
}
|
|
}
|