Files
SVSimServer/SVSim.BattleNode/Sessions/BattleSession.cs
gamer147 addeb021d2 fix(battlenode): shadow engine tracks live PvP wire-truth (full battle, multiple bid regressions)
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>
2026-06-07 19:05:07 -04:00

402 lines
20 KiB
C#

using System.Net.WebSockets;
using System.Text.Json;
using Microsoft.Extensions.Logging;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Dispatch;
using SVSim.BattleNode.Sessions.Dispatch.Handlers;
using SVSim.BattleNode.Sessions.Participants;
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// v2 broker session. Holds two participants and brokers between them. Subscribes
/// to each participant's <see cref="IBattleParticipant.FrameEmitted"/>; on each frame,
/// runs <see cref="ComputeFrames"/> to determine the routing (target + frame + <see cref="Stock"/>
/// flag) and dispatches via <see cref="IBattleParticipant.PushAsync"/>.
/// </summary>
/// <remarks>
/// Wires both battle modes: Pvp (broadcast Matched/BattleStart per-perspective, forward
/// gameplay frames between the two real participants) and Bot (ack-only, NoOp opponent).
/// </remarks>
public sealed class BattleSession
{
private readonly ILogger<BattleSession> _log;
private readonly BattleSessionState _state = new();
/// <summary>One authoritative shadow engine per session (design ND2). Fed both clients' frames in
/// pure shadow (N1): it tracks state but emits nothing and changes no route. N2+ flips outbound
/// fields to engine reads. Constructed unconditionally; <see cref="EnsureEngineSetup"/> seats it
/// once both decks are known, and every interaction is guarded so a shadow failure can never break
/// live dispatch (ND6: log, never throw into the relay).</summary>
private readonly Engine.SessionBattleEngine _engine = new();
/// <summary>Setup is attempted exactly once. A shadow engine that can't seat headless in this host
/// (e.g. engine global state not initialized) stays not-ready and the shadow silently no-ops —
/// never retried, never fatal.</summary>
private bool _engineSetupAttempted;
/// <summary>Guards: server-generated Deal is fed to the shadow engine exactly once (the first
/// occurrence from either LoadedHandler invocation). Deal + Ready are server-generated frames the
/// engine needs to drive the mulligan: Deal → StartDeal (cards deck→hand for the player seat,
/// _firstDrawList for the opponent), Ready → CompleteMulligan → EnemyChangeCardVfx → opponent
/// DrawFirstMulliganCard. Without them the engine's hand stays empty and every play throws
/// "Target card was not found in hand cards".</summary>
private bool _engineDealFed;
/// <summary>Guards: server-generated Ready is fed to the shadow engine exactly once (the first
/// Ready addressed to participant A). Fed as isPlayerSeat=false so the recovery path's
/// OperateMulligan enters the OperateOppoMulligan branch — the only branch that invokes
/// ReceiveOpponentMulligan → EnemyChangeCardVfx → DrawFirstMulliganCard. The player's mulligan
/// was already processed during the Swap feed.</summary>
private bool _engineReadyFed;
/// <summary>True once this session has acquired the process-wide <see cref="Engine.EngineSessionGate"/>
/// (and is therefore the single active engine owner). Drives the matching <c>Release</c> at battle
/// end so the next session can take the engine.</summary>
private bool _engineOwned;
/// <summary>Serializes dispatch. Both participants' read loops raise FrameEmitted on their own
/// threads, and a dispatch (<see cref="ComputeFrames"/> + the relay <c>PushAsync</c> calls) mutates
/// shared, non-thread-safe state — the <see cref="BattleSessionState"/> dictionaries and each
/// participant's <c>OutboundSequencer</c>. This gate funnels both threads through one critical
/// section so concurrent frames can't corrupt that state.</summary>
private readonly SemaphoreSlim _dispatchGate = new(1, 1);
/// <summary>The per-battle master seed (see <see cref="BattleSessionState.MasterSeed"/>).
/// Exposed for logging + future replay persistence.</summary>
public int MasterSeed => _state.MasterSeed;
public string BattleId { get; }
public BattleType Type { get; }
public IBattleParticipant A { get; }
public IBattleParticipant B { get; }
public SessionLifecycle Lifecycle => _state.Lifecycle;
// Per-URI dispatch table. All 14 inbound URIs are registered (Tasks 5-14); unknown
// URIs are dropped with a LogDebug in ComputeFrames.
private static readonly IReadOnlyDictionary<NetworkBattleUri, IFrameHandler> Handlers = BuildHandlers();
private static IReadOnlyDictionary<NetworkBattleUri, IFrameHandler> BuildHandlers()
{
var retireKill = new RetireKillHandler();
var forwardWhenReady = new ForwardWhenBothReadyHandler();
return new Dictionary<NetworkBattleUri, IFrameHandler>
{
[NetworkBattleUri.InitNetwork] = new InitNetworkHandler(),
[NetworkBattleUri.InitBattle] = new InitBattleHandler(),
[NetworkBattleUri.Loaded] = new LoadedHandler(),
[NetworkBattleUri.Swap] = new SwapHandler(),
[NetworkBattleUri.TurnEnd] = new TurnEndHandler(),
[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
[NetworkBattleUri.Retire] = retireKill,
[NetworkBattleUri.Kill] = retireKill,
[NetworkBattleUri.TurnStart] = new TurnStartHandler(),
[NetworkBattleUri.Judge] = new JudgeHandler(),
[NetworkBattleUri.PlayActions] = new PlayActionsHandler(),
[NetworkBattleUri.Echo] = new EchoHandler(),
[NetworkBattleUri.TurnEndActions] = new TurnEndActionsHandler(),
[NetworkBattleUri.JudgeResult] = forwardWhenReady,
};
}
private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
new()
{
A = A, B = B, From = from, Other = ReferenceEquals(from, A) ? B : A,
Env = env, BattleId = BattleId, State = _state, Engine = _engine,
};
public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
ILogger<BattleSession> log)
{
BattleId = battleId;
Type = type;
A = a;
B = b;
_log = log;
_log.LogInformation("BattleSession {Bid}: master seed {Seed}", BattleId, _state.MasterSeed);
// Subscribe to both participants' emissions.
A.FrameEmitted += OnFrameFromA;
B.FrameEmitted += OnFrameFromB;
}
public async Task RunAsync(CancellationToken cancellation)
{
using var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellation);
var aTask = A.RunAsync(cts.Token);
var bTask = B.RunAsync(cts.Token);
if (Type == BattleType.Pvp)
{
// WhenAny: first WS drop / first graceful close triggers cascade. Pvp has two
// RealParticipants; we synthesize a BattleFinish for the survivor if either side
// terminates first.
var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false);
var survivor = first == aTask ? B : A;
if (Lifecycle != SessionLifecycle.Terminal)
{
// Involuntary drop (no graceful Retire): synthesize BattleFinish(DisconnectWin)
// to survivor. DisconnectWin=201 → client renders "opponent disconnected" →
// WIN UI; the legacy Win=1 used here previously rendered "no contest".
try
{
await survivor.PushAsync(
BattleFrames.BuildBattleFinish(BattleResult.DisconnectWin), Stock.Bypass, cancellation)
.ConfigureAwait(false);
}
catch (Exception ex)
{
_log.LogWarning(ex,
"BattleSession {Bid}: failed to push BattleFinish to survivor (their WS may also be closed)",
BattleId);
}
_state.Lifecycle = SessionLifecycle.Terminal;
}
cts.Cancel(); // unblock the survivor's RunAsync read loop
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch (Exception ex) when (ex is OperationCanceledException or WebSocketException) { }
catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All(
e => e is OperationCanceledException or WebSocketException)) { }
catch (Exception ex)
{
_log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (PvP drain)", BattleId);
}
}
else
{
// Bot mode: the NoOp opponent's RunAsync returns immediately; wait for the real
// participant. The session keeps running for the real one.
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch (Exception ex) when (ex is OperationCanceledException or WebSocketException) { }
catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All(
e => e is OperationCanceledException or WebSocketException)) { }
catch (Exception ex)
{
_log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (Bot drain)", BattleId);
}
}
// Unsubscribe event handlers so the session + state aren't pinned by live delegates.
A.FrameEmitted -= OnFrameFromA;
B.FrameEmitted -= OnFrameFromB;
// Release per-participant outbound archives at battle-end
// (only RealParticipant has one; bots don't archive).
if (A is RealParticipant rpA) rpA.Outbound.Clear();
if (B is RealParticipant rpB) rpB.Outbound.Clear();
try
{
await Task.WhenAll(
A.TerminateAsync(BattleFinishReason.NormalFinish),
B.TerminateAsync(BattleFinishReason.NormalFinish))
.ConfigureAwait(false);
await A.DisposeAsync().ConfigureAwait(false);
await B.DisposeAsync().ConfigureAwait(false);
_dispatchGate.Dispose();
}
finally
{
// Release the single-active-engine gate exactly once, in a finally so a throw from the
// terminate/dispose teardown above can never leak it to the next session (the gate is a
// process-global static shared across all sessions, incl. across tests in one process).
if (_engineOwned) Engine.EngineSessionGate.Release();
}
}
private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct);
private Task OnFrameFromB(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(B, env, ct);
private async Task HandleFrameAsync(IBattleParticipant from, MsgEnvelope env, CancellationToken ct)
{
await _dispatchGate.WaitAsync(ct).ConfigureAwait(false);
try
{
var routes = ComputeFrames(from, env);
foreach (var (target, frame, stock) in routes)
{
await target.PushAsync(frame, stock, ct);
}
}
catch (Exception ex)
{
_log.LogError(ex, "BattleSession {Bid}: unhandled in HandleFrameAsync", BattleId);
}
finally
{
_dispatchGate.Release();
}
}
/// <summary>
/// Pure-logic dispatch: given an inbound frame from one participant, return the list
/// of (target, frame, stock) routes the session should dispatch. Transitions
/// <see cref="Phase"/>. Extracted so unit tests can drive the dispatch without
/// standing up real participants.
/// </summary>
internal IReadOnlyList<DispatchRoute> ComputeFrames(IBattleParticipant from, MsgEnvelope env)
{
// Shadow engine (N1): seat-once then ingest this frame, fully isolated from dispatch. The
// wire output below is byte-for-byte unchanged — routes still come from the existing handlers;
// the engine only observes (ND1). A shadow failure is logged and swallowed (ND6), never thrown
// into the relay.
try
{
EnsureEngineSetup();
ShadowIngest(from, env);
}
catch (Exception ex)
{
_log.LogWarning(ex, "BattleSession {Bid}: shadow engine error (ignored)", BattleId);
}
if (Handlers.TryGetValue(env.Uri, out var handler))
{
var routes = handler.Handle(BuildContext(from, env));
try { ShadowFeedServerFrames(routes); }
catch (Exception ex)
{
_log.LogWarning(ex, "BattleSession {Bid}: shadow engine error feeding server frames (ignored)", BattleId);
}
return routes;
}
_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in lifecycle={Lifecycle} from vid={Vid}",
BattleId, env.Uri, Lifecycle, from.ViewerId);
return Array.Empty<DispatchRoute>();
}
/// <summary>Feed server-generated mulligan frames (Deal, Swap response, Ready) into the shadow
/// engine. These frames are produced by LoadedHandler/SwapHandler and dispatched only to clients
/// — they never enter <see cref="ShadowIngest"/> because they're not client-sent. But the engine
/// needs them to drive the mulligan: Deal seats the hand, Ready completes the opponent's hand.
/// The test harness (<c>NodeNativeBattleHarness</c>) feeds these directly; this method is the
/// live-session equivalent.</summary>
private void ShadowFeedServerFrames(IReadOnlyList<DispatchRoute> routes)
{
if (!_engine.IsReady) return;
foreach (var (target, frame, _) in routes)
{
switch (frame.Uri)
{
case NetworkBattleUri.Deal when !_engineDealFed:
_engineDealFed = true;
_log.LogWarning("BattleSession {Bid}: DEAL DIAG BEFORE: {Diag}",
BattleId, _engine.DiagnoseDealState());
ShadowFeed(frame, isPlayerSeat: true, "Deal");
_log.LogWarning("BattleSession {Bid}: DEAL DIAG AFTER: {Diag}",
BattleId, _engine.DiagnoseDealState());
break;
case NetworkBattleUri.Swap:
// The Swap RESPONSE (server-authored, carries post-mulligan self hand as
// pos→idx) must go to the engine for the correct seat. The client-sent Swap
// ({idxList}) also enters ShadowIngest but is harmless — its selfIdxList
// parses to null (no "self" key) so FirstMulliganOperation no-ops.
bool swapIsPlayer = ReferenceEquals(target, A);
ShadowFeed(frame, swapIsPlayer, $"SwapResponse({(swapIsPlayer ? "A" : "B")})");
break;
case NetworkBattleUri.Ready when !_engineReadyFed && ReferenceEquals(target, A):
_engineReadyFed = true;
// Feed A's Ready (carries A's idxChangeSeed → receiver seeds _selfXorShiftRandom).
ShadowFeed(frame, isPlayerSeat: false, "Ready");
// Seed B's XorShift separately — A's Ready doesn't carry B's seed.
_engine.SeedOppoIdxChange(BattleSeeds.IdxChange(_state.MasterSeed, B.ViewerId));
break;
}
}
}
private void ShadowFeed(MsgEnvelope frame, bool isPlayerSeat, string label)
{
var engineFrame = frame.Body is RawBody ? frame : frame with { Body = ToRawBody(frame.Body) };
var r = _engine.Receive(engineFrame, isPlayerSeat);
if (r.Diverged)
_log.LogWarning("BattleSession {Bid}: shadow engine diverged on {Label} feed: {Reason}",
BattleId, label, r.RejectReason);
if (frame.Uri is NetworkBattleUri.Deal or NetworkBattleUri.Swap or NetworkBattleUri.Ready)
LogEngineHandState(frame.Uri, $"ShadowFeed({label})");
}
private static readonly JsonSerializerOptions _bodyJsonOptions = Wire.WireJsonOptions.CamelCase;
/// <summary>Convert a typed body record (DealBody, SwapResponseBody, ReadyBody, etc.) to the
/// <see cref="RawBody"/> the engine receiver expects. Serialize → JsonElement → ToObject (the
/// same deep-conversion MsgEnvelope.FromJson uses for incoming wire frames).</summary>
private static RawBody ToRawBody(IMsgBody? body)
{
if (body is null) return new RawBody(new Dictionary<string, object?>());
var el = JsonSerializer.SerializeToElement(body, body.GetType(), _bodyJsonOptions);
var dict = el.EnumerateObject()
.ToDictionary(p => p.Name, p => MsgEnvelope.ToObject(p.Value));
return new RawBody(dict);
}
/// <summary>Seat the shadow engine once, from the master seed + both deterministically-shuffled
/// decks the node already computed (F-N-5). Attempted a single time; if the host can't seat the
/// engine headless, it stays not-ready and the shadow no-ops for the rest of the battle.</summary>
private void EnsureEngineSetup()
{
if (_engineSetupAttempted) return;
_engineSetupAttempted = true;
// Single-active-engine gate: the engine's process-global turn state can't back two concurrent
// battles, so only one session may own it (carried-risk B). On failure we DON'T set the engine
// up — it stays not-ready and ShadowIngest no-ops on !IsReady — and log the limitation loudly
// (not a silent fallback). Per-session isolation (dropping the gate) is the tracked follow-up.
if (!Engine.EngineSessionGate.TryAcquire())
{
_log.LogWarning("BattleSession {Bid}: another battle owns the engine; this battle runs " +
"WITHOUT engine-sourced fields (single-active-engine limitation — per-session isolation pending)",
BattleId);
return;
}
_engineOwned = true;
// Seed the engine's StableRandom with BattleSeeds.Stable(MasterSeed) — the SAME value the
// Matched frame ships to both clients (InitBattleHandler.cs:28). The clients seed their
// System.Random with Matched.seed (BattleManagerBase.cs:721), so the engine's stream must
// share that derivation to track. MasterSeed itself is a root only — every wire-facing seed
// (Stable, IdxChange, DeckShuffle) is a BattleSeeds.Derive(...) of it; the engine never
// consumes the root directly. Live regression: bid 654473755566 had MasterSeed=1184631275
// and Stable=1543475792 (the Matched.seed); seeding the engine with the raw root made every
// turn-1+ draw pick a different deck position than the clients, so the opponent's first
// non-mulligan play addressed a card the engine never drew → HandCardToField threw.
_engine.Setup(BattleSeeds.Stable(_state.MasterSeed),
_state.GetShuffledDeck(A), _state.GetShuffledDeck(B),
(int)A.Context.ClassId, (int)B.Context.ClassId);
}
private void ShadowIngest(IBattleParticipant from, MsgEnvelope env)
{
if (!_engine.IsReady) return;
bool isPlayerSeat = ReferenceEquals(from, A);
var r = _engine.Receive(env, isPlayerSeat);
if (r.Diverged)
_log.LogWarning("BattleSession {Bid}: shadow engine diverged on {Uri}: {Reason}",
BattleId, env.Uri, r.RejectReason);
if (env.Uri is NetworkBattleUri.Swap or NetworkBattleUri.TurnStart or NetworkBattleUri.PlayActions)
LogEngineHandState(env.Uri, $"ShadowIngest(seat={(isPlayerSeat ? "A" : "B")})");
}
private void LogEngineHandState(NetworkBattleUri uri, string label)
{
if (!_engine.IsReady) return;
var aIdxs = string.Join(",", Enumerable.Range(0, _engine.HandCount(true))
.Select(i => _engine.HandCardIndex(true, i)));
var bIdxs = string.Join(",", Enumerable.Range(0, _engine.HandCount(false))
.Select(i => _engine.HandCardIndex(false, i)));
_log.LogInformation("BattleSession {Bid}: engine hand after {Uri} {Label}: A=[{AHand}] B=[{BHand}]",
BattleId, uri, label, aIdxs, bIdxs);
}
}