Mirrors HeadlessFixture.NewNetworkEmitBattle wiring (opponent seating, leader life, card templates, deck seeding) minus the emit-only RealTimeNetworkAgent scaffolding (shadow only receives). Probe passed first run — M13 already filled the network-mgr construction gaps. No Engine/ edits; drift clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
127 lines
6.1 KiB
C#
127 lines
6.1 KiB
C#
extern alias engine;
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using System.Reflection;
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using engine::SVSim.BattleEngine.Rng;
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using SVSim.BattleNode.Protocol;
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using BattleManagerBase = engine::BattleManagerBase;
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using BattlePlayerBase = engine::BattlePlayerBase;
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using BattleCardBase = engine::BattleCardBase;
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using ClassBattleCardBase = engine::ClassBattleCardBase;
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using CardCreatorBase = engine::CardCreatorBase;
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using SBattleLoad = engine::SBattleLoad;
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using CardTemplate = engine::CardTemplate;
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using GameObject = engine::UnityEngine.GameObject;
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namespace SVSim.BattleNode.Sessions.Engine;
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/// <summary>One authoritative engine per BattleSession, seated as both players (design ND2). A faithful
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/// SHADOW: it mirrors each client's resolved play, never overrides/rejects/originates (ND1). Ingest is
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/// the engine's own NetworkBattleReceiver.ReceivedMessage (ND4); isPlayer selects the seat (F-N-2).
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///
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/// The headless wiring here is the production analogue of the test HeadlessFixture
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/// (NewNetworkEmitBattle / SeedDeck / InitLeaderLife / InitCardTemplates). It deliberately omits the
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/// emit-only RealTimeNetworkAgent scaffolding the test uses for the SEND path — the shadow engine only
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/// RECEIVES (F-N-2), so no socket-agent is constructed. The engine's global init (CardMaster, GameMgr,
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/// Wizard.Data) is the caller's responsibility (the test does HeadlessEngineEnv.EnsureInitialized;
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/// the live node guards Setup in try/catch so an un-initialized host degrades to a no-op shadow).</summary>
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internal sealed class SessionBattleEngine
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{
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private const int DefaultLeaderLife = 20;
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private HeadlessNetworkBattleMgr? _mgr;
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/// <summary>True once Setup has built the two-seat battle.</summary>
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public bool IsReady => _mgr is not null;
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/// <summary>Construct the two-seat network battle from both decks + the master seed (design F-N-5).
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/// <paramref name="seatADeck"/>/<paramref name="seatBDeck"/> are the per-side deck orders the node
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/// already computed (BattleSessionState.GetShuffledDeck) and handed each client.</summary>
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public void Setup(int masterSeed,
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IReadOnlyList<long> seatADeck, IReadOnlyList<long> seatBDeck)
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{
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// rng defaults to SeededRandomSource(masterSeed) inside the mgr — the stream is born aligned
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// with the seed the node handed both clients (F-N-5; O-N-2 "bit-aligned anyway").
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var mgr = new HeadlessNetworkBattleMgr(new SessionContentsCreator(masterSeed));
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// Seat each player as the other's opponent (private field on BattlePlayerBase, as the real
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// match-load does). Mirrors HeadlessFixture.NewNetworkEmitBattle.
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BattlePlayerBase player = mgr.GetBattlePlayer(isPlayer: true);
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BattlePlayerBase enemy = mgr.GetBattlePlayer(isPlayer: false);
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SetField(player, "_opponentBattlePlayer", enemy);
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SetField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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InitLeaderLife(mgr); // a 0-life leader reads as game-over and silently blocks plays
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InitCardTemplates(mgr); // play/draw resolution touches the (no-op) card view layer
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SeedDeck(mgr, seatADeck, isPlayer: true);
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SeedDeck(mgr, seatBDeck, isPlayer: false);
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_mgr = mgr;
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}
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/// <summary>Ingest one client frame into the engine for the given seat. <paramref name="isPlayerSeat"/>
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/// maps the sender to the engine's player(true)/opponent(false) seat (F-N-2).</summary>
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public EngineIngestResult Receive(MsgEnvelope env, bool isPlayerSeat)
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=> throw new NotImplementedException("Filled by Task 4 (ingest probe).");
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// --- headless wiring (production analogue of HeadlessFixture) -----------------------------------
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private static void InitLeaderLife(BattleManagerBase mgr, int life = DefaultLeaderLife)
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{
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((ClassBattleCardBase)mgr.GetBattlePlayer(true).Class).InitBaseMaxLife(life);
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((ClassBattleCardBase)mgr.GetBattlePlayer(false).Class).InitBaseMaxLife(life);
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}
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private static void InitCardTemplates(BattleManagerBase mgr)
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{
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mgr.SBattleLoad = new SBattleLoad
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{
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UnitCardTemplate = new CardTemplate(),
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SpellCardTemplate = new CardTemplate(),
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FieldCardTemplate = new CardTemplate(),
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};
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mgr.Battle3DContainer = new GameObject();
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mgr.CardHolder = new GameObject();
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mgr.ECardHolder = new GameObject();
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mgr.PCardPlace = new GameObject();
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mgr.ChoiceCardHolder = new GameObject();
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mgr.EvolveCardHolder = new GameObject();
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}
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/// <summary>Seat one side's full deck in order (idx == list position + 1). Each card is created
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/// through the engine's own null-view seam and pushed via AddToDeck — the SeedDeck primitive the
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/// test harness proved (HeadlessFixture.SeedDeck).</summary>
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private static void SeedDeck(BattleManagerBase mgr, IReadOnlyList<long> deck, bool isPlayer)
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{
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BattlePlayerBase owner = mgr.GetBattlePlayer(isPlayer);
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for (int i = 0; i < deck.Count; i++)
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{
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var card = CreateHeadlessCard(mgr, (int)deck[i], index: i + 1, isPlayer);
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owner.AddToDeck(card);
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}
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}
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private static readonly MethodInfo CreateCardWithoutResources =
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typeof(CardCreatorBase).GetMethod("CreateCardWithoutResources",
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BindingFlags.NonPublic | BindingFlags.Static)
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?? throw new InvalidOperationException("CardCreatorBase.CreateCardWithoutResources not found");
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private static BattleCardBase CreateHeadlessCard(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
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{
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var io = mgr.CreatePlayerInnerOptionsBuilder();
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var card = (BattleCardBase)CreateCardWithoutResources.Invoke(
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null, new object[] { cardId, index, isPlayer, mgr, io })!;
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mgr.GetBattlePlayer(isPlayer).SetupCardEvent(card);
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return card;
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}
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private static void SetField(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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f.SetValue(obj, value);
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}
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}
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