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