Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
gamer147 a30a496265 refactor(battlenode): engine-first token identity (cardId); keep wire-mining fallback (M-HC-4f, partial)
Source the played card's opponent-facing knownList[].cardId off the shadow engine
(SessionBattleEngine.PlayedCardId -> BattleCardBase.CardId), engine-first with the
wire-mined idx->cardId map as the fallback. PROVEN engine-resolved (each backed by a
HeadlessConductorTests PlayedCardId_* test): deck cards and receive-path substituted/
revealed tokens (engine seats the wire id at the wire idx).

PARTIAL retirement: the wire-mining bookkeeping (MineAddOps/MineChoicePicks/MineCopyTokens
+ Record*From) is KEPT as the load-bearing fallback. The choice/Discover, copy/clone and
cross-side (isSelf:0) token cases are NOT proven to resolve at a wire idx headless — the
autonomous token_draw path seats a chosen token at engine Index 0 (would collide with the
leader), and copy/cross-side aren't cheaply fixturable. Deleting their mining on faith
would silently corrupt opponent reveals, so it stays behind a TODO(M-HC-4f) gate.

- SessionBattleEngine.PlayedCardId: new accessor mirroring PlayedCardClan/Tribe.
- BuildPlayedCard: signature deckMap->explicit cardId; null on cardId==0 (no engine id AND
  no mined/deck-map fallback).
- PlayActionsHandler: cardId = engine.PlayedCardId(seat, idx, fallback: mapped) ; mining retained.
- Tests: PlayedCardId_* (deck/substituted/degrade pass; choice-gap [Explicit] documents the
  Index-0 finding). KnownListBuilder + CaptureConformance call-sites updated to new signature.

Full BattleNode suite 263/263 green; HeadlessConductorTests 27/27; drift clean; no Engine edits.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 00:36:49 -04:00

112 lines
8.0 KiB
C#

using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator. Synthesizes the opponent-facing knownList from the engine-resolved
/// played card + the orderList move op, renames targetList -> oppoTargetList, drops orderList, and forwards a
/// stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped for a hidden open:0 pick).
/// The played card's IDENTITY (cardId), cost, spellboost, clan and tribe are all ENGINE-sourced (M-HC-3/4);
/// the identity is engine-first with a wire-mined idx->cardId fallback (deck card or recorded token). The
/// fallback still covers the token cases the engine doesn't headlessly resolve at a wire idx — choice/Discover
/// picks (keyAction.selectCard), baseIdx copies, and cross-side (isSelf:0) gifts — all WIRE-MINED on earlier
/// (or the same) frames via the Record*From calls below (TODO(M-HC-4f): retire once engine-proven at a wire
/// idx). An un-resolvable token idx (no engine id, no mined entry) degrades to {playIdx,type} (no knownList).
/// Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
if (!ctx.BothSidesAfterReady())
return Array.Empty<DispatchRoute>();
var entries = (ctx.Env.Body as RawBody)?.Entries ?? new Dictionary<string, object?>();
var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.PlayIdx));
var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.Type));
var orderList = entries.GetValueOrDefault(WireKeys.OrderList);
var keyAction = entries.GetValueOrDefault(WireKeys.KeyAction);
// Mine generated-token identities from this frame's add ops into the right side's idx->cardId
// map (isSelf:1 → sender; isSelf:0 → opponent, a cross-side gift), so a token played in a LATER
// frame resolves its cardId — by whichever side ends up playing it (bullet-3 audit F1).
ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
// Choice/Discover-into-hand: the chosen cardId rides keyAction.selectCard (the orderList's
// choiceAdd carries candidates only). Record idx->chosenCardId now so the later play reveals it.
ctx.State.RecordChoicePicksFrom(ctx.From, ctx.Other, orderList, keyAction);
// Copy/clone tokens: card:{baseIdx} points at a card in the actor's own index space; resolve it
// against that side's map and record copyIdx->cardId so the later play reveals it. Ordered after
// the plain/choice mining so a same-frame copy of a just-added token resolves against the live map.
ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList);
var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
// The wire-mined idx->cardId fallback identity (deck card, or a token recorded into the map above by
// the Record*From calls). Used ONLY as the engine-read's fallback below — 0 when the idx isn't in the map.
long mappedCardId = deckMap.TryGetValue(playIdx, out var mid) ? mid : 0L;
// The ENGINE-RESOLVED play-time cost (M-HC-3a). The conductor's ShadowIngest already ran
// engine.Receive for THIS frame before this handler runs, so the engine has resolved the play and
// PlayedCardCost reads the discounted cost it actually charged (spellboost + board modifiers folded
// in BY CONSTRUCTION — no bookkeeping). Sender's seat == ctx.A (BattleSession.ShadowIngest uses the
// same ReferenceEquals(from, A) mapping). Degrades to 0 when the engine isn't owned/ready for this
// session (single-active-engine gate) so a non-engine session never crashes.
bool senderSeat = ReferenceEquals(ctx.From, ctx.A);
int playedCost = ctx.Engine.PlayedCardCost(senderSeat, playIdx, fallback: 0);
// The spellboost (spell-charge) COUNT is now ALSO engine-sourced (M-HC-3b) — the wire-derived
// bookkeeping is retired. The engine accumulated the true count for the played card during the
// ShadowIngest's engine.Receive (each spell play runs the card's own AddSpellChargeCount), so
// PlayedCardSpellboost reads it straight off the resolved card (persist-post-play, same zone search
// as the cost). Cost already folds the discount in by construction; the count rides the entry only
// to stay prod-faithful (prod sends the real count). Same senderSeat mapping as the cost read.
int playedSpellboost = ctx.Engine.PlayedCardSpellboost(senderSeat, playIdx, fallback: 0);
// clan/tribe are ALSO engine-sourced (M-HC-4e) — read off the resolved card's Clan/Tribe getters, so
// any skill-applied clan/tribe change (e.g. change_affiliation) rides the wire (the static card-master
// value would miss it). Prod always emits both on every knownList entry: clan as the int ClanType
// ordinal, tribe as the comma-joined int TribeType string ("0" for none). Same senderSeat mapping.
int playedClan = ctx.Engine.PlayedCardClan(senderSeat, playIdx, fallback: 0);
string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx, fallback: "0");
// The card IDENTITY is now ALSO engine-sourced (M-HC-4f): read the engine-resolved CardId off the played
// card, falling back to the wire-mined idx->cardId map when the engine doesn't resolve it. PROVEN
// engine-resolved (each backed by a HeadlessConductorTests PlayedCardId_* test): a DECK card and a
// receive-path SUBSTITUTED/revealed token (the engine seats the wire id at the wire idx). The fallback
// is LOAD-BEARING, not vestigial: it still supplies the identity for (a) a non-engine session (gate not
// acquired) and (b) the token cases the engine doesn't headlessly resolve AT A WIRE IDX — choice/Discover
// tokens (autonomous token_draw seats them at engine Index 0 headless), copy/clone tokens, and cross-side
// (isSelf:0) gifts. Those remain WIRE-MINED via the Record*From calls above; retiring that mining is gated
// on proving the engine seats them at a wire idx, which the current headless harness can't fixture cheaply.
// TODO(M-HC-4f): once a node-native (or full wire add-op/replace) fixture proves the engine resolves a
// choice token, a copy token and a cross-side gift at their WIRE idx, retire MineChoicePicks/MineCopyTokens/
// the cross-side MineAddOps branch + the matching Record* bookkeeping and drop this fallback to deck-only.
long playedCardId = ctx.Engine.PlayedCardId(senderSeat, playIdx, fallback: mappedCardId);
var played = KnownListBuilder.BuildPlayedCard(
playIdx, playedCardId, orderList, cost: playedCost, spellboost: playedSpellboost,
clan: playedClan, tribe: playedTribe);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList));
// Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim,
// separate receive slot the node forwards unchanged (bullet-3 audit F1). The node makes no
// reveal decision; cardId presence is the sender's call. Coexists with the synthesized
// knownList in the same frame (capture line 75).
var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault(WireKeys.UList));
var body = new PlayActionsBroadcastBody(
PlayIdx: playIdx,
Type: type,
KnownList: played is null ? null : new[] { played },
OppoTargetList: oppoTargets,
UList: uList,
// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
var frame = ctx.Env with { Body = body };
return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
}
}