Files
SVSimServer/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.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

560 lines
36 KiB
C#

using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions;
using SVSim.BattleNode.Sessions.Dispatch;
using SVSim.BattleNode.Sessions.Engine;
using SVSim.BattleNode.Sessions.Participants;
namespace SVSim.UnitTests.BattleNode.Integration;
/// <summary>
/// Node-native battle harness for the Headless-Conductor milestones (M-HC-*). It reproduces what
/// <c>BattleSession.EnsureEngineSetup</c> does — shuffle each side's deck from a FIXED master seed and
/// <c>SessionBattleEngine.Setup</c> the two seats — then exposes the engine + state + participants so
/// later milestone tests can drive multi-frame sequences and assert on engine board state.
///
/// <para>WHY drive the engine directly (not a full <c>BattleSession</c>): the session's <c>_state</c>
/// and <c>_engine</c> are private with no fixed-seed injection point, and every milestone assertion is
/// on engine board state. The engine (<c>SessionBattleEngine</c>) is the unit under test, so we seat it
/// the same way the session does and skip the WS/dispatch scaffolding.</para>
///
/// <para>The oracle by construction: the node assigns idx = position in the shuffled order
/// (<see cref="BattleSessionState.GetShuffledDeck"/>), and the engine's headless draw is lowest-Index
/// first, so a FIXED seed makes the engine's draw order reproduce the node's BY CONSTRUCTION.</para>
///
/// <para>Engine globals (<c>CardMaster</c>, <c>GameMgr</c>, <c>Wizard.Data</c>) are primed by
/// <c>SessionBattleEngine.Setup</c> itself (it calls <c>EngineGlobalInit.EnsureInitialized()</c>, which
/// loads the full cards.json from <c>AppContext.BaseDirectory/Data/cards.json</c>). The harness adds no
/// global init of its own. NOTE: unlike the live session, the harness does NOT acquire
/// <c>EngineSessionGate</c> — driving the engine directly bypasses it. One engine-backed battle at a
/// time is assumed within a test (the engine's process-global statics can't back two concurrently).</para>
/// </summary>
internal sealed class NodeNativeBattleHarness : IDisposable
{
/// <summary>A deterministic master seed so deck shuffles (and the engine RNG stream born from it)
/// are reproducible. Matches the value the engine construction tests use.</summary>
public const int FixedMasterSeed = 12345;
/// <summary>Default seat A viewer id — distinct from <see cref="DefaultSeatBViewerId"/> so the two
/// sides shuffle independently (the shuffle seed mixes in the viewer id).</summary>
public const long DefaultSeatAViewerId = 1001;
public const long DefaultSeatBViewerId = 1002;
/// <summary>Spellboost cost-reducer card (looking ahead to M-HC-3). Known id present in cards.json
/// (sourced from tk2 battle capture / existing engine tests); a cards.json regeneration that drops
/// it will produce a traceable failure here.</summary>
public const long SpellboostCardId = 101314020;
/// <summary>A second spellboost card seen in the tk2 capture. Known id present in cards.json
/// (sourced from tk2 battle capture / existing engine tests); a cards.json regeneration that drops
/// it will produce a traceable failure here.</summary>
public const long SpellboostCardIdAlt = 100314020;
/// <summary>A plain vanilla follower the engine resolution path proved out
/// (HeadlessFixture.FollowerId). The bulk of the deterministic deck. Known id present in cards.json
/// (sourced from tk2 battle capture / existing engine tests); a cards.json regeneration that drops
/// it will produce a traceable failure here.</summary>
public const long VanillaFollowerId = 100011010;
/// <summary>A SECOND, distinct cost-1 vanilla follower (char_type 1, cost 1, no skill) — present +
/// creatable in cards.json. Used by the opponent-reveal substitution test as the WIRE cardId that
/// must override a seeded identity (it is deliberately NOT in any harness deck, so its only route
/// onto the board is a reveal). Named here so card-id provenance stays traceable as ids accumulate
/// (Task-4 review nit promoted in M-HC-3).</summary>
public const long AltVanillaFollowerId = 101211120;
/// <summary>A truly skill-less cost-1 vanilla follower with attack &gt;= life (a 1/1), so a mutual
/// follower-vs-follower attack is a LETHAL trade (each deals 1, each has 1 life → both die). The
/// proven vanillas <see cref="VanillaFollowerId"/>/<see cref="AltVanillaFollowerId"/> are 1/2, so they
/// survive a single trade — this id is the one that exercises the death/removal arm of an attack
/// (M-HC-4a follower trade). Present + creatable in cards.json (no skill, char_type 1, cost 1, 1/1).</summary>
public const long VanillaOneOneFollowerId = 900011080;
/// <summary>A SIMPLE single-target when_play DAMAGE spell (M-HC-4c fixture). cards.json id 100414020:
/// char_type 4 (spell), clan 4 (Dragoncraft), cost 1, skill <c>damage</c> / skill_timing
/// <c>when_play</c> / skill_target <c>character=op&amp;target=inplay&amp;card_type=unit&amp;select_count=1</c>
/// / skill_option <c>damage=2</c> — i.e. "deal 2 damage to a selected enemy follower". Concrete sane
/// cost (1), no board-state-dependent magnitude, no condition beyond an enemy unit existing — the
/// cleanest targeted-play fixture in the current dump. Present + creatable in cards.json.</summary>
public const long SingleTargetDamageSpellId = 100414020;
/// <summary>The flat damage magnitude of <see cref="SingleTargetDamageSpellId"/> (skill_option
/// <c>damage=2</c>). The targeted-play test asserts the enemy follower's life drops by exactly this.</summary>
public const int SingleTargetDamageAmount = 2;
/// <summary>A high-life vanilla follower (M-HC-4c damage TARGET). cards.json id 101411060: char_type 1,
/// clan 4, cost 2, 1/4, no skill. A 1/4 body takes <see cref="SingleTargetDamageAmount"/> (2) and
/// SURVIVES at life 2 — so the targeted-damage assertion reads a clean life DROP (not a death/removal,
/// which would only prove BoardCount). Present + creatable in cards.json.</summary>
public const long HighLifeVanillaFollowerId = 101411060;
/// <summary>Base life of <see cref="HighLifeVanillaFollowerId"/> (4). Pre-damage pin for the target.</summary>
public const int HighLifeVanillaFollowerLife = 4;
/// <summary>A SIMPLE CHOICE card (M-HC-4c choice fixture). cards.json id 127011010: char_type 1
/// (follower), clan 0 (Neutral — playable under any seat class), cost 1, 1/2, skill
/// <c>choice,token_draw</c> / skill_timing <c>when_choice_play,when_play</c> / skill_option
/// <c>card_id=121011010:120011010,...</c> — i.e. "choose ONE of two tokens to add to hand"
/// (<see cref="ChoiceTokenA"/> / <see cref="ChoiceTokenB"/>). The choice OUTCOME is directly
/// observable: the chosen token lands in the caster's hand, so a test can assert which branch
/// resolved by the new hand card's identity. (The token resolves into HAND — confirmed against the
/// capture's <c>orderList.add{to:20}</c> hand-zone op — despite the skill_option <c>summon_side=me</c>
/// superficially reading like a summon-to-board.) Present + creatable in cards.json.</summary>
public const long ChoiceCardId = 127011010;
/// <summary>The first choice option of <see cref="ChoiceCardId"/> (token added to hand).</summary>
public const long ChoiceTokenA = 121011010;
/// <summary>The second choice option of <see cref="ChoiceCardId"/> (token added to hand).</summary>
public const long ChoiceTokenB = 120011010;
/// <summary>A BOARD-DEPENDENT cost-reducer follower (M-HC-4d fixture). cards.json id 127011020:
/// char_type 1 (follower), clan 0 (Neutral — playable under any seat class), base cost 6, 3/3, skill
/// <c>cost_change,rush</c> / skill_timing <c>when_evolve_other,when_change_inplay</c> / skill_option
/// <c>set=1,none</c> / skill_condition (cost_change) <c>turn=self&amp;{me.hand_self.unit.count}&gt;0&amp;
/// character=me&amp;target=evolution_card&amp;card_type=unit</c> / skill_target <c>character=me&amp;target=self
/// &amp;card_type=unit</c> — i.e. "WHILE in hand, when ANOTHER of your followers evolves on your turn (and you
/// hold at least one other unit in hand), SET this card's cost to 1." The engine's evolve path
/// (<c>UnitBattleCard</c> non-skill evolve) scans the evolving player's HAND for cards whose skills have
/// <c>OnWhenEvolveOtherStart != 0</c> and registers them via <c>SkillCollectionBase.CreateWhenEvolveOtherInfo</c>;
/// <c>Skill_cost_change</c> then applies a <c>CostSetModifier(1)</c> to this card, so its resolved
/// <c>Cost</c> drops 6 → 1. Because the node reads opponent-facing cost straight off the resolved engine
/// (<c>SessionBattleEngine.PlayedCardCost</c>, M-HC-3), this board-dependent reduction is captured BY
/// CONSTRUCTION once evolve resolves headless (M-HC-4b) — this card validates that. Present + creatable in
/// cards.json.</summary>
public const long BoardDependentCostCardId = 127011020;
/// <summary>Base cost of <see cref="BoardDependentCostCardId"/> (6) — the pre-evolve resolved cost.</summary>
public const int BoardDependentCostBase = 6;
/// <summary>The flat cost <see cref="BoardDependentCostCardId"/> resolves to AFTER another follower evolves
/// on the controller's turn (skill_option <c>set=1</c> → <c>CostSetModifier(1)</c>). Independent of how many
/// followers evolved (a SET, not an add) — exactly 1.</summary>
public const int BoardDependentCostReduced = 1;
/// <summary>A non-trivial CLAN+TRIBE fixture follower (M-HC-4e). cards.json id 900231030: char_type 1
/// (follower), clan 2 (ROYAL / Swordcraft), tribe 2 (LEGION), cost 0, 2/2. Cost 0 makes it playable on
/// turn-1 PP 1; its clan (2) matches <see cref="CardClass.Swordcraft"/> so it is legal under a Swordcraft
/// seat. Its clan/tribe (2 / "2") are concretely non-zero so the engine-sourced clan/tribe read +
/// knownList emit assert REAL values (not the 0/"0" no-tribe default). Verified against cards.json AND the
/// prod wire form (comma-joined int TribeType as string: tribe 2 → "2"). Present + creatable in
/// cards.json.</summary>
public const long ClanTribeFollowerId = 900231030;
/// <summary>The engine-resolved clan of <see cref="ClanTribeFollowerId"/> as the wire int (ROYAL ==
/// ClanType 2). The M-HC-4e knownList emit asserts <c>clan</c> equals this.</summary>
public const int ClanTribeFollowerClan = 2;
/// <summary>The engine-resolved tribe of <see cref="ClanTribeFollowerId"/> in the EXACT prod wire string
/// form (LEGION == TribeType 2 → the single-element comma-join "2"). The M-HC-4e knownList emit asserts
/// <c>tribe</c> equals this.</summary>
public const string ClanTribeFollowerTribe = "2";
public BattleSessionState State { get; }
public StubParticipant SeatA { get; }
public StubParticipant SeatB { get; }
public SessionBattleEngine Engine { get; }
/// <summary>This side's deck in the node's shuffled order (idx == position + 1).</summary>
public IReadOnlyList<long> SeatADeck { get; }
public IReadOnlyList<long> SeatBDeck { get; }
private NodeNativeBattleHarness(
BattleSessionState state, StubParticipant a, StubParticipant b, SessionBattleEngine engine,
IReadOnlyList<long> seatADeck, IReadOnlyList<long> seatBDeck)
{
State = state;
SeatA = a;
SeatB = b;
Engine = engine;
SeatADeck = seatADeck;
SeatBDeck = seatBDeck;
}
/// <summary>Build a 30-card deck: mostly the vanilla follower plus a couple of spellboost cards
/// (so later milestones have a cost-reducer to play). All ids exist in cards.json.</summary>
public static IReadOnlyList<long> DefaultDeck()
{
var deck = new List<long>(30) { SpellboostCardId, SpellboostCardIdAlt };
deck.AddRange(Enumerable.Repeat(VanillaFollowerId, 30 - deck.Count));
return deck;
}
/// <summary>A deck for the M-HC-4d board-dependent-cost test: an alternating mix of the vanilla
/// follower (to play turn 1 and EVOLVE on seat A's evolve turn) and the <see cref="BoardDependentCostCardId"/>
/// (the <c>when_evolve_other set=1</c> cost-reducer that must sit IN HAND across the evolve). Alternating
/// 15/15 guarantees BOTH identities populate the opening hand + early draws regardless of the fixed shuffle;
/// the test locates each by identity (not a shuffle-dependent position). The cost-reducer's condition
/// <c>{me.hand_self.unit.count}&gt;0</c> (another unit in hand) is satisfied because copies of BOTH followers
/// remain in hand at the evolve.</summary>
public static IReadOnlyList<long> BoardDependentCostDeck()
{
var deck = new List<long>(30);
for (int i = 0; i < 15; i++) { deck.Add(VanillaFollowerId); deck.Add(BoardDependentCostCardId); }
return deck;
}
/// <summary>A 30-card deck of the <see cref="ClanTribeFollowerId"/> clan+tribe fixture (M-HC-4e). All one
/// identity, all cost 0 — so the opening hand reliably holds a copy to play turn 1, regardless of shuffle,
/// and the engine-resolved clan/tribe read off the played card is unambiguous.</summary>
public static IReadOnlyList<long> ClanTribeDeck() =>
Enumerable.Repeat(ClanTribeFollowerId, 30).ToList();
/// <summary>Seat the engine exactly as <c>BattleSession.EnsureEngineSetup</c> does: shuffle each
/// side's deck from the fixed seed via <see cref="BattleSessionState.GetShuffledDeck"/>, then
/// <c>SessionBattleEngine.Setup(seed, deckA, deckB, classA, classB)</c>.</summary>
public static NodeNativeBattleHarness Create(
IReadOnlyList<long>? seatADeck = null,
IReadOnlyList<long>? seatBDeck = null,
CardClass seatAClass = CardClass.Forestcraft,
CardClass seatBClass = CardClass.Swordcraft,
int masterSeed = FixedMasterSeed)
{
var state = new BattleSessionState(masterSeed);
var a = new StubParticipant(DefaultSeatAViewerId, MakeCtx(seatADeck ?? DefaultDeck(), seatAClass));
var b = new StubParticipant(DefaultSeatBViewerId, MakeCtx(seatBDeck ?? DefaultDeck(), seatBClass));
var shuffledA = state.GetShuffledDeck(a);
var shuffledB = state.GetShuffledDeck(b);
var engine = new SessionBattleEngine();
// Mirror BattleSession.EnsureEngineSetup: engine's StableRandom is seeded with
// BattleSeeds.Stable(MasterSeed), the value the Matched frame ships to clients
// (InitBattleHandler.cs:28). See BattleSession.cs for the full root-cause comment.
engine.Setup(BattleSeeds.Stable(state.MasterSeed), shuffledA, shuffledB,
(int)a.Context.ClassId, (int)b.Context.ClassId);
return new NodeNativeBattleHarness(state, a, b, engine, shuffledA, shuffledB);
}
private static MatchContext MakeCtx(IReadOnlyList<long> deck, CardClass cls) => new(
SelfDeckCardIds: deck,
ClassId: cls, CharaId: ((int)cls).ToString(), CardMasterName: "card_master_node_10015",
CountryCode: CountryCodes.Korea, UserName: "Player", SleeveId: "3000011",
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleModeId: BattleModes.TakeTwo);
// --- engine board-state pass-throughs (seat:true == player A, false == opponent B) ----------
public bool IsReady => Engine.IsReady;
public int LeaderLife(bool playerSeat) => Engine.LeaderLife(playerSeat);
public int Pp(bool playerSeat) => Engine.Pp(playerSeat);
public int HandCount(bool playerSeat) => Engine.HandCount(playerSeat);
public int BoardCount(bool playerSeat) => Engine.BoardCount(playerSeat);
public int DeckCount(bool playerSeat) => Engine.DeckCount(playerSeat);
public int Turn(bool playerSeat) => Engine.Turn(playerSeat);
/// <summary>The engine-resolved wire <c>cardId</c> of the card at engine <paramref name="idx"/> on the
/// given seat (M-HC-4f). Pass-through to <c>SessionBattleEngine.PlayedCardId</c> — the TRUE id the engine
/// seated (deck id / token id / chosen-token id / copied id), the value the handler now sources for the
/// opponent-facing knownList instead of the wire-mined map.</summary>
public long PlayedCardId(bool playerSeat, int idx, long fallback = 0) => Engine.PlayedCardId(playerSeat, idx, fallback);
/// <summary>The engine Index of seat A's hand card at <paramref name="handPos"/> (the playIdx a
/// Play frame would carry to play it).</summary>
public int PlayerHandCardIndex(int handPos) => Engine.HandCardIndex(playerSeat: true, handPos);
/// <summary>The wire CardId of the hand card at <paramref name="handPos"/> on the given seat. Lets a
/// test find a specific card (e.g. the spellboost reducer) in a shuffled opening hand by identity.</summary>
public int HandCardId(bool playerSeat, int handPos) => Engine.HandCardId(playerSeat, handPos);
/// <summary>The engine Index of the hand card at <paramref name="handPos"/> on the given seat.</summary>
public int HandCardIndex(bool playerSeat, int handPos) => Engine.HandCardIndex(playerSeat, handPos);
/// <summary>TEST/DEBUG: pull one value from the engine's shared <c>_stableRandom</c> stream. Mirrors the
/// engine's <see cref="SessionBattleEngine.DebugStableRandomDouble"/> seam; lets a regression test
/// assert seed alignment with the wire (clients seed their <c>_stableRandom</c> with the Matched.seed,
/// which is <c>BattleSeeds.Stable(masterSeed)</c>).</summary>
public double DebugStableRandomDouble() => Engine.DebugStableRandomDouble();
/// <summary>TEST/DEBUG: read the seat's auto-assign Index counter (<c>cardTotalNum</c>). After
/// Setup it must equal <c>deck.Count + 1</c> so the next skill-generated token gets an Index
/// clear of the deck-loaded 1..40 (= the real client's SBattleLoad behavior).</summary>
public int DebugCardTotalNum(bool playerSeat) => Engine.DebugCardTotalNum(playerSeat);
/// <summary>The real wire <c>CardId</c> of the in-play follower at <paramref name="boardPos"/> on the
/// given seat (0-based, leader excluded). Asserts an opponent reveal seated the substituted identity
/// (M-HC-2).</summary>
public int InPlayCardId(bool playerSeat, int boardPos) => Engine.InPlayCardId(playerSeat, boardPos);
/// <summary>The engine <c>Index</c> of the in-play follower at <paramref name="boardPos"/> — the wire
/// <c>playIdx</c> an ATTACK frame carries to address that follower as the attacker (M-HC-4a).</summary>
public int InPlayCardIndex(bool playerSeat, int boardPos) => Engine.InPlayCardIndex(playerSeat, boardPos);
/// <summary>The current life/health of the in-play follower at <paramref name="boardPos"/>.</summary>
public int InPlayCardLife(bool playerSeat, int boardPos) => Engine.InPlayCardLife(playerSeat, boardPos);
/// <summary>The attack stat of the in-play follower at <paramref name="boardPos"/>.</summary>
public int InPlayCardAtk(bool playerSeat, int boardPos) => Engine.InPlayCardAtk(playerSeat, boardPos);
/// <summary>True while the in-play follower at <paramref name="boardPos"/> can still attack this turn.</summary>
public bool InPlayCardAttackable(bool playerSeat, int boardPos) => Engine.InPlayCardAttackable(playerSeat, boardPos);
/// <summary>True once the in-play follower at <paramref name="boardPos"/> has evolved (M-HC-4b).</summary>
public bool IsEvolved(bool playerSeat, int boardPos) => Engine.IsEvolved(playerSeat, boardPos);
/// <summary>The seat's current evolve-point count (M-HC-4b). An evolve spends one EP.</summary>
public int EpCount(bool playerSeat) => Engine.EpCount(playerSeat);
/// <summary>Turns remaining until the seat may evolve (0 == unlocked) (M-HC-4b).</summary>
public int EvolveWaitTurnCount(bool playerSeat) => Engine.EvolveWaitTurnCount(playerSeat);
// --- TEST/DEBUG seams (Phase 4 root-cause verification: post-mulligan reshuffle) ---------------
/// <summary>TEST/DEBUG: is the engine's SELF-seat XorShift idx-change RNG active (the gate the
/// post-mulligan reshuffle checks)? Live recovery setup leaves it FALSE.</summary>
public bool SelfXorShiftActive => Engine.SelfXorShiftActive;
/// <summary>TEST/DEBUG: opponent-seat XorShift active state.</summary>
public bool OppoXorShiftActive => Engine.OppoXorShiftActive;
/// <summary>TEST/DEBUG: inject the per-seat idxChange seeds (call before the Ready mulligan-end frame
/// to activate the engine's own post-mulligan reshuffle).</summary>
public void DebugSeedIdxChange(int selfSeed, int oppoSeed) => Engine.DebugSeedIdxChange(selfSeed, oppoSeed);
/// <summary>Build an envelope for <paramref name="body"/> and ingest it into the engine for the
/// given seat (player == seat A). Mirrors <c>BattleNodeFlowTests.MakeEnvelopeWith</c> +
/// <c>SessionBattleEngine.Receive</c>.</summary>
public EngineIngestResult Push(NetworkBattleUri uri, Dictionary<string, object?> body, bool isPlayerSeat)
{
var seat = isPlayerSeat ? SeatA : SeatB;
var env = new MsgEnvelope(
uri, ViewerId: seat.ViewerId, Uuid: "udid-test", Bid: null, RetryAttempt: 0,
Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
Body: new RawBody(body));
return Engine.Receive(env, isPlayerSeat);
}
/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.ATTACK</c> opcode — confirmed
/// <c>= 10</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c> (NOT 31, which is
/// PLAY_HAND_SELECT). The receiver maps the wire <c>type</c> int straight to the enum
/// (NetworkBattleReceiver.cs:1093).</summary>
public const int AttackOpcode = 10;
// NOTE (live-fidelity migration): the target-builders below emit the REAL client wire shape —
// a sender-relative <c>isSelf</c> flag on each targetList entry — NOT the engine's internal
// <c>vid</c> stamp. Real client-sent attack/evolve/targeted-play frames carry
// <c>{targetIdx, isSelf, selectSkillIndex}</c> (verified in the client-send captures, e.g.
// data_dumps/captures/battle_test/battle-traffic_cl1.ndjson); the previous <c>vid</c> shape was a
// harness workaround that masked a missing ingest translation. SessionBattleEngine.Receive now
// translates isSelf → the engine vid on the engine's OWN dict copy (the engine's IsRecovery target
// parse derives owner from <c>vid != PlayerStaticData.UserViewerID</c>, NetworkBattleReceiver.cs:2186),
// so the harness drives the live contract end-to-end.
//
// isSelf is relative to the FRAME's SENDER: <c>isSelf:1</c> = the target sits on the sender's own
// seat; <c>isSelf:0</c> = it sits on the OTHER seat. The builders take <paramref name="targetOnEnemySeat"/>
// (stable signature) and map it to <c>isSelf:0</c> (true) / <c>isSelf:1</c> (false), since every
// builder is driven by seat A attacking/targeting seat B's card (targetOnEnemySeat:true) or its own
// (false).
private static long IsSelfFlag(bool targetOnEnemySeat) => targetOnEnemySeat ? 0 : 1;
/// <summary>Build a PlayActions ATTACK frame in the REAL client wire shape. <paramref name="attackerIdx"/>
/// is the attacker's in-play engine <c>Index</c> (the wire <c>playIdx</c>); the target is described in
/// <c>targetList</c> as <c>{targetIdx, isSelf, selectSkillIndex}</c> — the sender-relative <c>isSelf</c>
/// flag a live client actually sends (see <see cref="IsSelfFlag"/>).
/// <para>The dispatch reads <c>(_isPlayer ? PlayerTargetDataList : OpponentTargetDataList)</c>
/// (WatchOperationCollection.InPlayActionOperation), and the <c>targetList</c> key populates the seat's
/// list matching the ingest's <c>isPlayer</c> — so a seat-A (<c>isPlayer:true</c>) attack correctly fills
/// <c>PlayerTargetDataList</c>. The target's OWNER is resolved by
/// <c>NetworkBattleGenericTool.LookForActionDataToTargetCard</c> with fixed-seat semantics:
/// the engine's IsRecovery parse derives owner from a <c>vid</c> stamp, which
/// <c>SessionBattleEngine.TranslateTargetOwners</c> writes on ingest from this <c>isSelf</c> flag —
/// so <paramref name="targetOnEnemySeat"/> drives the absolute target seat through the live contract.</para>
/// <para>For a seat-A attack on seat B's leader: <c>targetIdx = 0</c> (the leader/Class card is Index 0)
/// and <c>targetOnEnemySeat = true</c>.</para></summary>
public static Dictionary<string, object?> AttackBody(int attackerIdx, int targetIdx, bool targetOnEnemySeat) => new()
{
["playIdx"] = attackerIdx,
["type"] = AttackOpcode,
["targetList"] = new List<object?>
{
new Dictionary<string, object?>
{
["targetIdx"] = (long)targetIdx,
["isSelf"] = IsSelfFlag(targetOnEnemySeat),
["selectSkillIndex"] = new List<object?>(),
},
},
};
/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.PLAY_HAND_SELECT</c> opcode — confirmed
/// <c>= 31</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c>. A TARGETED hand play (a
/// when_play spell/fanfare that selects a target) carries this opcode (the "_SELECT" suffix), as
/// opposed to the plain <c>PLAY_HAND = 30</c> a vanilla play uses. The recovery receive path branches
/// on it to <c>RecoveryOperationCollection.PlaySkillSelectHandCardOperation</c> →
/// <c>PlayHandCardReflection.PlayAction</c>, which resolves the target from <c>targetList</c> via
/// <c>NetworkBattleGenericTool.LookForActionDataToTargetCard</c> (seat A) before applying the skill.</summary>
public const int PlayHandSelectOpcode = 31;
/// <summary>Build a PlayActions PLAY_HAND_SELECT (targeted hand-play) frame. <paramref name="playIdx"/>
/// is the played hand card's engine <c>Index</c> (the wire <c>playIdx</c>); the single target is
/// described in <c>targetList</c> in the SAME real <c>{targetIdx, isSelf, selectSkillIndex}</c> shape as
/// <see cref="AttackBody"/>/<see cref="EvolveSelectBody"/> (the receive parse reads it identically —
/// <c>CreateTargetList</c> in NetworkBattleReceiver.cs:2164 — into the seat's TargetDataList, and under
/// IsRecovery resolves the target's owner from the <c>vid</c> that
/// <c>SessionBattleEngine.TranslateTargetOwners</c> derives from this <c>isSelf</c> flag on ingest).
/// <para>For a seat-A spell targeting an enemy follower: <paramref name="targetIdx"/> = the enemy
/// follower's in-play engine Index and <paramref name="targetOnEnemySeat"/> = <c>true</c> (<c>isSelf:0</c>
/// → translated to the seat-B vid → <c>LookForActionDataToTargetCard</c> resolves it on
/// <c>BattleEnemy.ClassAndInPlayCardList</c>).</para></summary>
public static Dictionary<string, object?> TargetedPlayBody(int playIdx, int targetIdx, bool targetOnEnemySeat) => new()
{
["playIdx"] = playIdx,
["type"] = PlayHandSelectOpcode,
["targetList"] = new List<object?>
{
new Dictionary<string, object?>
{
["targetIdx"] = (long)targetIdx,
["isSelf"] = IsSelfFlag(targetOnEnemySeat),
["selectSkillIndex"] = new List<object?>(),
},
},
};
/// <summary>Build a PlayActions CHOICE hand-play frame. A choice play carries the plain
/// <c>PLAY_HAND = 30</c> opcode plus a <c>keyAction</c> list that the receiver parses
/// (NetworkBattleReceiver.cs:1176-1228) into <c>keyActionType=Choice</c> (→ <c>ReceiveData.IsChoice</c>)
/// and <c>choiceIdList</c> = the chosen token id(s). Each entry is
/// <c>{ type:"Choice", cardId:&lt;played card id&gt;, selectCard:[&lt;tokenId&gt;] }</c>. The receiver reads
/// <c>selectCard</c> via <c>ConvertToListInt</c> (NetworkBattleReceiver.cs:1202), i.e. it consumes a
/// FLAT list of the chosen token id(s). (The verbatim CLIENT-SEND capture of THIS card —
/// <c>data_dumps/captures/battle_test/rng/battle-traffic_cl1.ndjson</c> — wraps it as
/// <c>selectCard:{cardId:[121011010],open:0}</c>; that wrapper is unwrapped before the node's
/// server-authored receive frame, which is what the receiver — and this driver — consume.)
/// <paramref name="playIdx"/> is the choice card's hand engine <c>Index</c>; <paramref name="playedCardId"/>
/// its wire id; <paramref name="chosenTokenId"/> the selected option.</summary>
public static Dictionary<string, object?> ChoicePlayBody(int playIdx, long playedCardId, long chosenTokenId) => new()
{
["playIdx"] = playIdx,
["type"] = 30, // PLAY_HAND — choice is signalled via keyAction, not a distinct opcode
["keyAction"] = new List<object?>
{
new Dictionary<string, object?>
{
// The real capture sends type:1 (int); "Choice" (string) is equivalent — the receiver does
// Enum.Parse(KeyActionType, type.ToString()) and KeyActionType.Choice == 1, so the string and
// the int both parse to the same enum value.
["type"] = "Choice",
["cardId"] = playedCardId,
// The RECEIVE parse reads selectCard via ConvertToListInt (NetworkBattleReceiver.cs:1202),
// i.e. a FLAT list of the chosen token id(s). (The verbatim CLIENT-SEND capture wraps it as
// {cardId:[...],open:0}, but that wrapper is unwrapped before the node's server-authored
// receive frame; the receiver consumes the flat list.)
["selectCard"] = new List<object?> { chosenTokenId },
},
},
};
/// <summary>VERBATIM CLIENT-SEND Choice play shape — the wrapped form
/// <c>selectCard:{cardId:[&lt;tokenId&gt;], open:&lt;0|1&gt;}</c> the sender's wire actually carries
/// (data_dumps/captures/battle_test/cl1/battle-traffic.ndjson, live bid 131549100204:
/// <c>"selectCard":{"cardId":[121011010],"open":0}</c>). The shadow engine's ingest receives this
/// wrapper directly (the node strips selectCard from the opponent broadcast, so opponent-facing
/// frames never see it); <see cref="Engine.SessionBattleEngine.TranslateChoiceKeyAction"/>
/// unwraps it on the engine's own dict copy before the receiver parses keyAction. This driver
/// exists so a regression test can pin that unwrap end-to-end against the SAME shape the live
/// wire delivers, distinct from <see cref="ChoicePlayBody"/> which fast-paths the flat list.
/// <paramref name="open"/> defaults to 0 (choice hidden from opponent) — the value the live
/// capture carries; flag is dropped by the unwrap and irrelevant to resolution.</summary>
public static Dictionary<string, object?> ChoicePlayBodyWrapped(int playIdx, long playedCardId, long chosenTokenId, int open = 0) => new()
{
["playIdx"] = playIdx,
["type"] = 30,
["keyAction"] = new List<object?>
{
new Dictionary<string, object?>
{
["type"] = "Choice",
["cardId"] = playedCardId,
["selectCard"] = new Dictionary<string, object?>
{
["cardId"] = new List<object?> { chosenTokenId },
["open"] = open,
},
},
},
};
/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.EVOLUTION</c> opcode — confirmed
/// <c>= 20</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c> (EVOLUTION_SELECT is 21). The
/// receiver maps the wire <c>type</c> int straight to the enum; EVOLUTION/EVOLUTION_SELECT route through
/// the SAME InPlayAction dispatch arm as ATTACK (NetworkOperationCollection.cs:163-170).</summary>
public const int EvolutionOpcode = 20;
/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT</c> opcode — confirmed
/// <c>= 21</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c>.</summary>
public const int EvolutionSelectOpcode = 21;
/// <summary>Build a PlayActions EVOLUTION frame for the in-play follower addressed by its engine
/// <c>Index</c> (<paramref name="cardIdx"/> == the wire <c>playIdx</c>). A plain (non-targeted) evolve
/// carries no targetList — the dispatch's <c>list</c> stays empty and the engine evolves the card in
/// place (InPlayCardReflection.Evol).</summary>
public static Dictionary<string, object?> EvolveBody(int cardIdx) => new()
{
["playIdx"] = cardIdx,
["type"] = EvolutionOpcode,
};
/// <summary>Build a PlayActions EVOLUTION_SELECT frame: the follower at engine <c>Index</c>
/// <paramref name="cardIdx"/> evolves and targets the card at <paramref name="targetIdx"/>. The target is
/// described in the SAME real <c>{targetIdx, isSelf, selectSkillIndex}</c> shape as <see cref="AttackBody"/>
/// (the dispatch resolves the target's owner from the <c>vid</c> that
/// <c>SessionBattleEngine.TranslateTargetOwners</c> derives from this <c>isSelf</c> on ingest);
/// <paramref name="targetOnEnemySeat"/> selects the isSelf flag.</summary>
public static Dictionary<string, object?> EvolveSelectBody(int cardIdx, int targetIdx, bool targetOnEnemySeat) => new()
{
["playIdx"] = cardIdx,
["type"] = EvolutionSelectOpcode,
["targetList"] = new List<object?>
{
new Dictionary<string, object?>
{
["targetIdx"] = (long)targetIdx,
["isSelf"] = IsSelfFlag(targetOnEnemySeat),
["selectSkillIndex"] = new List<object?>(),
},
},
};
public void Dispose() { /* engine holds no unmanaged resources; nothing to release. */ }
/// <summary>Minimal test-only <see cref="IBattleParticipant"/> exposing only the
/// <see cref="ViewerId"/> + <see cref="Context"/> that the harness reads. Broker members
/// (<c>PushAsync</c>, <c>RunAsync</c>, <c>TerminateAsync</c>) throw <see cref="NotSupportedException"/>
/// — the harness drives the engine directly, so a frame must never reach the participant relay.
/// Silent no-ops would let a misrouted push pass undetected.</summary>
internal sealed class StubParticipant : IBattleParticipant, IHasHandshakePhase
{
public long ViewerId { get; }
public MatchContext Context { get; }
/// <summary>Handshake cursor (M-HC-3a handler-emit test). Implementing
/// <see cref="IHasHandshakePhase"/> lets a test build a <c>FrameDispatchContext</c> over two
/// StubParticipants and advance both to <see cref="HandshakePhase.AfterReady"/> so
/// <c>BothSidesAfterReady()</c> passes (the PvP relay gate). Harness tests that drive the engine
/// directly never read this; it defaults to the pre-handshake state and is harmless to them.</summary>
public HandshakePhase Phase { get; set; } = HandshakePhase.AwaitingInitNetwork;
public StubParticipant(long viewerId, MatchContext context)
{
ViewerId = viewerId;
Context = context;
}
#pragma warning disable CS0067 // FrameEmitted is part of the interface but the stub never raises it.
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
#pragma warning restore CS0067
public Task PushAsync(MsgEnvelope envelope, Stock stock, CancellationToken ct) =>
throw new NotSupportedException("StubParticipant.PushAsync — harness drives the engine directly; a frame must not reach the participant relay.");
public Task RunAsync(CancellationToken ct) =>
throw new NotSupportedException("StubParticipant.RunAsync should not be called in harness tests.");
public Task TerminateAsync(BattleFinishReason reason) =>
throw new NotSupportedException("StubParticipant.TerminateAsync should not be called in harness tests.");
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
}
}