Step 8 (final) of multi-instancing migration. All per-battle statics now require a BattleAmbient scope — unwrapped writes throw InvalidOperationException (fail-fast forcing function). MultiInstanceEngineTests proves correctness: two parallel battles resolve independently, N=4/8/16 stress matches sequential baseline, GameMgr.GetIns throws without scope. Migration complete. EngineSessionGate gone. Suite fully green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
319 lines
17 KiB
C#
319 lines
17 KiB
C#
extern alias engine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.Serialization;
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using System.Text.Json;
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using BattleManagerBase = engine::BattleManagerBase;
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using BattleRecoveryInfo = engine::Wizard.BattleRecoveryInfo;
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using CardCSVData = engine::Wizard.CardCSVData;
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using CardMaster = engine::Wizard.CardMaster;
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using Certification = engine::Cute.Certification;
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using ClassCharacterMasterData = engine::Wizard.ClassCharacterMasterData;
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using Crossover = engine::Wizard.Crossover;
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using Data = engine::Wizard.Data;
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using GameMgr = engine::GameMgr;
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using Load = engine::Load;
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using LoadDetail = engine::LoadDetail;
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using Master = engine::Wizard.Master;
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using NetworkUserInfoData = engine::NetworkUserInfoData;
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namespace SVSim.BattleNode.Sessions.Engine;
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/// <summary>Host-owned, process-once initializer for the engine's global statics (Phase 2 N2,
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/// carried-risk A). The decompiled engine assumes a set of process-globals exist that the client
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/// populates from /load/index at login: the static <c>CardMaster</c>, <c>Wizard.Data</c>
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/// (Load/Master/Crossover), the <c>GameMgr</c> DataMgr chara ids, a <c>NetworkUserInfoData</c>, and
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/// <c>Cute.Certification.udid</c>. Without them <see cref="SessionBattleEngine.Setup"/> throws inside
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/// its try/catch and the shadow silently no-ops (the N1 carried risk). Calling
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/// <see cref="EnsureInitialized"/> once at host startup primes them so Setup succeeds.
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///
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/// This is the production analogue of the test fixtures <c>HeadlessEngineEnv.EnsureInitialized</c> +
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/// <c>HeadlessCardMaster</c> + <c>HeadlessMasterData</c>; the reflection seams are transcribed verbatim.
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/// It differs in exactly three ways: (1) it loads the FULL cards.json (every row, no id filter) since
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/// the live host serves arbitrary decks; (2) it installs ALL 8 classes in ClassCharacterList; and
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/// (3) the call is idempotent (process-once via <c>_done</c>). Coexistence: it does not OVERWRITE
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/// harmless globals another initializer set (<c>Data.Load</c>, <c>Crossover</c>, leader chara ids,
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/// netUser, udid are all set-only-if-absent), but it ALWAYS guarantees the postcondition — the FULL
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/// card master and the all-8-class Master — by rebuilding/re-injecting both unconditionally rather
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/// than deferring to a possibly-thinner existing global (e.g. a test harness's single-card master).</summary>
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internal static class EngineGlobalInit
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{
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private static readonly object _gate = new();
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private static bool _done;
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private static readonly string CardsJsonPath =
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Path.Combine(AppContext.BaseDirectory, "Data", "cards.json");
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// chara ids -> a ClassCharacterMasterData in Master; mirrors HeadlessMasterData.
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private const int PlayerCharaId = 1;
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private const int EnemyCharaId = 2;
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/// <summary>The headless engine's "self" viewer id (seeded into <c>Certification.viewer_id</c>). Any
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/// stable nonzero value works; it only has to be DISTINCT from the vid an attack/evolve stamps for a
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/// target on the OTHER seat so the IsRecovery target parse resolves owners correctly. Exposed for the
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/// node-native harness to build attack frames whose target vid matches this perspective.</summary>
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internal const int ThisViewerId = 1001;
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public static void EnsureInitialized()
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{
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// GameMgr is now per-session (BattleAmbientContext.GameMgr), so its DataMgr/NetworkUserInfoData
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// wiring must run on EVERY call — once-per-process gating it (under _done) leaves a second-or-
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// later session with an unwired ctx.GameMgr and NREs in NetworkBattleManagerBase.CreateBackgroundId.
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// The wiring itself is idempotent (zero-or-null guards), so re-running is safe.
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WirePerSessionGameMgr();
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if (_done) return;
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lock (_gate)
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{
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if (_done) return;
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// --- Wizard.Data globals (the static /load/index snapshot) -----------------------------
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// The mgr ctor's CreateBackgroundId reads Data.Load.data._userTutorial (LoadDetail
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// self-inits _userTutorial). ??= so we don't clobber a snapshot HeadlessEngineEnv set.
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Data.Load ??= new Load { data = new LoadDetail() };
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// CardParameter(CardCSVData) reads Data.Crossover.RestrictedCard for the deck-limit calc;
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// an empty Crossover returns the default count (no restriction). Private setter -> reflect.
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// Only set when null so we coexist with HeadlessEngineEnv.
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if (Data.Crossover == null)
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{
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typeof(Data).GetProperty("Crossover",
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BindingFlags.Static | BindingFlags.Public)!
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.SetValue(null, new Crossover());
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}
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// Suppress VFX / take the virtual-battle resolution path (no live view layer).
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BattleManagerBase.IsForecast = true;
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// Post-Task-8: BattleRecoveryInfo lives on the per-session BattleAmbientContext (RecoveryInfo,
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// pre-seeded with an uninitialized no-op instance in SessionBattleEngine's field initializer).
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// Each session owns its own (IsMulliganEnd=false default), so the MulliganMgrBase.StartDeal
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// read resolves per-session — the historical process-global Data.BattleRecoveryInfo write that
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// lived here was dead the moment the ambient seam landed (reviewer-flagged in Task 7).
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// --- static CardMaster (full cards.json) ----------------------------------------------
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// ALWAYS rebuild + re-inject the FULL master. We must not defer to a possibly-thin
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// existing Default (e.g. a HeadlessCardMaster.Load(singleCard) from an earlier test in
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// the same NUnit process): the postcondition is the COMPLETE card master, and a thin
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// master makes Setup→SeedDeck NRE in SkillCreator.CreateBuildInfo. EnsureInitialized is
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// process-once via _done, so an unconditional load runs at most once — the skip-
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// optimization bought nothing and traded correctness for a coexistence hazard.
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// LoadFullCardMaster rebuilds + re-injects Default, so it's idempotent.
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LoadFullCardMaster();
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// --- Master reference data (all 8 classes' chara list) ---------------------------------
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// ALWAYS install all 8 classes. Don't defer to a prior (e.g. 2-class) harness master:
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// the postcondition is all-8-class ClassCharacterList. Idempotent (replaces Data.Master).
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InstallMaster();
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// --- Cute.Certification.udid -----------------------------------------------------------
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// The emit-path payload builder reads Certification.Udid, whose getter lazily decodes from
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// Toolbox.SavedataManager (null headless). Seed the private static backing field with a
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// non-empty placeholder (opaque — only echoed, never matched) so the getter short-
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// circuits. Matches the harness value. Only set when empty (coexistence).
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var udidField = typeof(Certification).GetField("udid",
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BindingFlags.Static | BindingFlags.NonPublic)!;
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if (string.IsNullOrEmpty(udidField.GetValue(null) as string))
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udidField.SetValue(null, "headless-udid");
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// --- Cute.Certification.viewer_id ------------------------------------------------------
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// Post-Task-8: viewer id lives on the per-session BattleAmbientContext (ViewerId, init-only).
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// SessionBattleEngine seeds it from ThisViewerId in its field initializer and enters the
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// ambient on every Setup/Receive — so the engine's Certification.ViewerId getter
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// (BattleAmbient.Require().ViewerId) always resolves cleanly when the engine code is
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// reached. The reflection write that used to seed `Certification._viewerIdFallback` is now
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// dead (the static is deleted). Left as a comment-only marker so the design intent (this
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// viewer id defines the engine's "player" perspective for the IsRecovery target parse)
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// stays discoverable from the global init path.
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_done = true;
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}
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}
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// Per-session GameMgr wiring: under the ambient seam, GameMgr.GetIns() resolves to the SESSION's
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// BattleAmbientContext.GameMgr — a fresh instance per SessionBattleEngine. So the DataMgr chara ids
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// and NetworkUserInfoData seeding must run on every Setup, not just process-once. The reflection
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// helpers below are idempotent (SetFieldIfZeroOrNull is a no-op once set; netUser is null-guarded).
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private static void WirePerSessionGameMgr()
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{
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// --- GameMgr DataMgr leader chara ids --------------------------------------------------
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// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
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// AvatarBattle info (more null statics) the resolution path doesn't need. Idempotent
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// (plain assignment); only meaningful when still 0.
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var dm = GameMgr.GetIns().GetDataMgr();
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SetFieldIfZeroOrNull(dm, "_playerCharaId", PlayerCharaId);
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SetFieldIfZeroOrNull(dm, "_enemyCharaId", EnemyCharaId);
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// --- NetworkUserInfoData (background lookup on the network mgr's CreateBackgroundId) ----
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// NetworkBattleManagerBase.CreateBackgroundId reads
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// GameMgr.GetIns().GetNetworkUserInfoData().GetFieldId() when the RecoveryManager yields no
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// bg id. GameMgr leaves _netUser null with no lazy init; seed a no-op instance whose
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// _selfInfo carries just fieldId=1 (== ForestField, a valid background). Only seed when
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// absent so a HeadlessEngineEnv-set instance is preserved.
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if (GameMgr.GetIns().GetNetworkUserInfoData() == null)
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{
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var netUser = new NetworkUserInfoData();
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netUser.SetSelfInfo(
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new Dictionary<string, object> { ["fieldId"] = 1 },
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isWatchReplayRecovery: false);
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GameMgr.GetIns().SetNetworkUserInfoData(netUser);
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}
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}
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// --- CardMaster (full load) ----------------------------------------------------------------------
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// Production difference (1): enumerate EVERY card row — no want.Contains(id) filter.
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private static void LoadFullCardMaster()
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{
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var rows = new List<CardCSVData>();
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using (var doc = JsonDocument.Parse(File.ReadAllText(CardsJsonPath)))
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{
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int sort = 0;
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foreach (var el in doc.RootElement.EnumerateArray())
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{
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if (!el.TryGetProperty("card_id", out var idEl)) continue;
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if (!int.TryParse(idEl.GetString(), out _)) continue; // skip malformed ids
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rows.Add(BuildCardCsvData(el, sort++));
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}
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}
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var cm = NewCardMaster(rows);
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InjectAsDefault(cm);
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}
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// Transcribed from HeadlessCardMaster.BuildCardCsvData.
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private static CardCSVData BuildCardCsvData(JsonElement el, int sortIndex)
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{
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var c = (CardCSVData)FormatterServices.GetUninitializedObject(typeof(CardCSVData));
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const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
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foreach (var prop in el.EnumerateObject())
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{
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string val = prop.Value.ValueKind == JsonValueKind.Null ? null : prop.Value.ToString();
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var f = typeof(CardCSVData).GetField(prop.Name, bf);
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if (f != null) { SetMember(f.FieldType, val, v => f.SetValue(c, v)); continue; }
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var p = typeof(CardCSVData).GetProperty(prop.Name, bf);
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if (p != null && p.CanWrite) SetMember(p.PropertyType, val, v => p.SetValue(c, v));
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}
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var si = typeof(CardCSVData).GetProperty("SortIndex", bf);
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if (si != null && si.CanWrite) si.SetValue(c, sortIndex);
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return c;
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}
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private static void SetMember(Type t, string val, Action<object> set)
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{
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if (t == typeof(string)) set(val);
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else if (t == typeof(int)) set(int.TryParse(val, out var i) ? i : 0);
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else if (t == typeof(bool)) set(val == "1" || string.Equals(val, "true", StringComparison.OrdinalIgnoreCase));
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// other types left at default
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}
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private static CardMaster NewCardMaster(List<CardCSVData> rows)
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{
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var ctor = typeof(CardMaster).GetConstructor(
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BindingFlags.Instance | BindingFlags.NonPublic, null,
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new[] { typeof(List<CardCSVData>) }, null);
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if (ctor == null) throw new InvalidOperationException("CardMaster(List<CardCSVData>) ctor not found");
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return (CardMaster)ctor.Invoke(new object[] { rows });
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}
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private static void InjectAsDefault(CardMaster cm)
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{
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var idType = typeof(CardMaster).GetNestedType("CardMasterId");
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var defaultId = Enum.Parse(idType, "Default");
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var dictType = typeof(Dictionary<,>).MakeGenericType(idType, typeof(CardMaster));
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var dict = (IDictionary)Activator.CreateInstance(dictType);
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dict[defaultId] = cm;
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var fld = typeof(CardMaster).GetField("_dictCardMaster",
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BindingFlags.Static | BindingFlags.NonPublic);
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fld.SetValue(null, dict);
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}
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// --- Master reference data (all 8 classes) -------------------------------------------------------
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// Transcribed from HeadlessMasterData.Install. Production difference (2): install ALL 8 classes.
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private static void InstallMaster()
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{
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var master = (Master)FormatterServices.GetUninitializedObject(typeof(Master));
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EnsureEmptyCollections(master);
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var list = new List<ClassCharacterMasterData>();
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for (int c = 1; c <= 8; c++)
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list.Add(NewChara(c, c)); // charaId == classId for class c
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SetMember(master, "ClassCharacterList", list);
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Data.Master = master;
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}
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private static void EnsureEmptyCollections(object obj)
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{
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const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
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foreach (var f in obj.GetType().GetFields(bf))
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{
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if (f.GetValue(obj) != null) continue;
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var empty = EmptyOf(f.FieldType);
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if (empty != null) f.SetValue(obj, empty);
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}
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}
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private static object EmptyOf(Type t)
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{
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if (t.IsArray) return Array.CreateInstance(t.GetElementType(), 0);
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if (t.IsGenericType)
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{
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var def = t.GetGenericTypeDefinition();
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if (def == typeof(List<>) || def == typeof(Dictionary<,>) ||
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def == typeof(HashSet<>) || def == typeof(IList<>) ||
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def == typeof(IDictionary<,>) || def == typeof(ICollection<>) ||
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def == typeof(IEnumerable<>))
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{
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var concrete = def == typeof(List<>) || def == typeof(IList<>) ||
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def == typeof(ICollection<>) || def == typeof(IEnumerable<>)
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? typeof(List<>).MakeGenericType(t.GetGenericArguments())
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: def == typeof(HashSet<>)
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? typeof(HashSet<>).MakeGenericType(t.GetGenericArguments())
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: typeof(Dictionary<,>).MakeGenericType(t.GetGenericArguments());
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return Activator.CreateInstance(concrete);
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}
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}
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return null;
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}
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private static ClassCharacterMasterData NewChara(int charaId, int classId)
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{
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var c = (ClassCharacterMasterData)FormatterServices.GetUninitializedObject(typeof(ClassCharacterMasterData));
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SetMember(c, "chara_id", charaId);
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SetMember(c, "class_id", classId);
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SetMember(c, "skin_id", charaId);
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SetMember(c, "is_usable", true);
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return c;
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}
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// --- reflection helpers (transcribed from the test fixtures) --------------------------------------
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// Set a member (auto-property backing field or field) by name, tolerating private setters.
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private static void SetMember(object obj, string name, object value)
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{
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var t = obj.GetType();
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const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
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var p = t.GetProperty(name, bf);
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if (p != null && p.SetMethod != null) { p.SetValue(obj, value); return; }
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var f = t.GetField(name, bf)
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?? t.GetField($"<{name}>k__BackingField", bf);
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if (f != null) { f.SetValue(obj, value); return; }
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throw new InvalidOperationException($"{t.Name} has no settable member '{name}'");
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}
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// Idempotent backing-field set: only writes when the field is currently 0 (int) or null.
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private static void SetFieldIfZeroOrNull(object obj, string name, object value)
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{
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var f = obj.GetType().GetField(name,
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BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
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?? throw new InvalidOperationException($"{obj.GetType().Name} has no field '{name}'");
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var cur = f.GetValue(obj);
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if (cur is null || (cur is int i && i == 0))
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f.SetValue(obj, value);
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}
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}
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