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Author SHA1 Message Date
adminandClaude Opus 4.5 5331bdedb1 Add hold-shift-to-pause for autoscroll
Hold either Shift key to pause auto-scrolling, letting the user
read at their own pace. Releasing Shift resumes from current position.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 17:00:32 -08:00
adminandClaude Opus 4.5 364b0978d8 Re-enable settings panel in Gameplay scene
Accidentally disabled in previous layout adjustments.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:29:04 -08:00
8e2575be50 Add soft cap for hero backstory word count (#4723)
Backstories now grow at a normal rate (+30 words) until they reach 225
words (~1350 characters), then slow to +8 words per update. This
encourages the LLM to tell the hero's story more efficiently once it
reaches a reasonable length, rather than growing indefinitely.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:27:12 -08:00
913d927902 Adjust UI layout anchors and positions (#4725)
* Adjust UI layout anchors and positions

Various RectTransform adjustments in the Gameplay scene.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix race condition in streaming text with proper lock

ConcurrentDictionary doesn't make the read-modify-write in
HandleNewStreamingText atomic. Two concurrent updates for the same
text ID could interleave and corrupt the text.

Changed to use a lock around the dictionary to ensure atomicity.
Listener notifications happen outside the lock to avoid deadlocks.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:27:01 -08:00
066381e24e Add view converters for ProvinceView and related types (#4724)
Create converters to translate between proto and Scala view types:
- StatWithConditionConverter
- ArmyViewConverter
- IncomingArmyViewConverter
- UnaffiliatedHeroBasicsConverter
- FullProvinceInfoConverter
- ProvinceViewConverter

Also updates:
- StatWithCondition enum to include all proto condition values
- UnaffiliatedHeroBasics to use Scala Profession type
- Various visibility settings to allow cross-package access
- Make recruitmentInfoFromProto public in UnaffiliatedHeroConverter

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:26:40 -08:00
ced52b0195 Batch streaming text updates to once per frame per text ID (#4722)
When receiving 100s of streaming text updates at once, this was causing
performance issues by notifying listeners for every single update.

Changes:
- Make ClientTextProvider thread-safe with ConcurrentDictionary
- Handle StreamingTextResponse directly on gRPC thread (no MainQueue)
- Track pending text IDs and batch listener notifications
- ProcessPendingUpdates() called once per frame from EagleGameController

This ensures each listener is only notified once per frame per text ID,
regardless of how many updates arrive between frames.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:40:47 -08:00
262ba36436 Add auto-scroll speed setting to Settings panel (#4721)
* Add auto-scroll speed setting to Settings panel

- Add GlobalScrollSpeedMultiplier static property to AutoScrollingText
  that persists via PlayerPrefs
- Add slider and label fields to SettingsPanelController
- Speed range: 0.0 (paused) to 2.0 (double speed), default 1.0

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add scroll speed slider to Gameplay scene

Wire up the auto-scroll speed slider and label in the Settings panel.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:32:51 -08:00
d16aa63c00 Add Scala view models and update DEPROTO_PLAN.md (#4718)
Foundation for converting ProvinceViewFilter to use Scala types.

New Scala view models:
- StatWithCondition - condition enum (Low/Medium/High) with stat value
- ArmyView - faction army with units
- IncomingArmyView - incoming army details with optional unit info
- UnaffiliatedHeroBasics - unaffiliated hero info for province views
- FullProvinceInfo - detailed province information
- ProvinceView - top-level province view combining all the above

DEPROTO_PLAN.md updates:
- Mark Phase 6 Part 1 (ActionResultApplier) as complete
- Update ActionResultProto Consumer Inventory with current status
- Add table of remaining proto usage in actions with blockers
- Update estimated effort and validation checkboxes

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2025-12-20 12:30:09 -08:00
636bf8f9f3 Add AutoScrollingText component for hero description overflow (#4717)
* Add AutoScrollingText component for overflow text in tooltips

A reusable component that automatically scrolls text content that
overflows its container. Features:
- Detects content overflow via ScrollRect
- Shows optional fade gradient at bottom when content overflows
- Waits configurable delay (default 1.5s) before starting to scroll
- Scrolls at configurable speed (default 0.15 normalized units/sec)
- Pauses at bottom, then resets to top and repeats
- Automatically resets when enabled/disabled (e.g., when tooltip opens)

To use on the hero description popup:
1. Ensure the backstory text is inside a ScrollRect
2. Add AutoScrollingText component to the popup panel
3. Assign the ScrollRect reference
4. Optionally create a gradient image for the fade effect

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add dynamic height sizing to AutoScrollingText

The component now supports dynamic sizing:
- ScrollRect grows to fit content height
- Caps at available screen space (bottom of panel to top of screen)
- Only scrolls when content exceeds available space

New configuration:
- dynamicHeight: Enable/disable dynamic sizing (default true)
- topMargin: Margin from top of screen in pixels
- layoutElement: LayoutElement to adjust (usually on ScrollRect)

Also fix for text starting partway down: ensure Content pivot is (0.5, 1).

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix dynamic height calculation and add debug logging

* Use TMP_Text.preferredHeight for accurate content measurement

The Content RectTransform's rect.height wasn't reflecting the actual
text size, causing the panel to be too small. Now we measure the
TMP_Text's preferredHeight directly and resize the Content to match,
ensuring the ScrollRect can scroll properly.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Hide panel during layout to prevent visual jump

- Reset scroll position immediately on enable (both horizontal and vertical)
- Reset content's anchored position to prevent slide-in from right
- Use CanvasGroup to hide panel until layout is complete, preventing
  jumpy resize when hovering

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* Configure AutoScrollingText in Gameplay scene

Set up the hero description popup with AutoScrollingText component,
including ScrollRect, LayoutElement, otherContent, and CanvasGroup
references for dynamic height and smooth appearance.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:07:15 -08:00
adminandGitHub b84df05953 Revert "Configure AutoScrollingText in Gameplay scene (#4719)" (#4720)
This reverts commit dcf0261ac3.
2025-12-20 12:03:59 -08:00
dcf0261ac3 Configure AutoScrollingText in Gameplay scene (#4719)
Set up the hero description popup with AutoScrollingText component,
including ScrollRect, LayoutElement, otherContent, and CanvasGroup
references for dynamic height and smooth appearance.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:02:12 -08:00
7afe4e788a Add OpenAI Responses API implementation (#4714)
The Responses API is OpenAI's newer API that offers:
- Better performance with reasoning models (3% improvement on SWE-bench)
- Lower costs through improved cache utilization (40-80% improvement)
- Semantic streaming events with clear lifecycle events
- Built-in tools support (web search, file search, etc.)

Changes:
- Create OpenAIResponsesServiceImpl that implements ExternalTextGenerationServiceImpl
- Handle semantic streaming events (response.output_text.delta, response.output_text.done, etc.)
- Add to chat_gpt_binary for testing
- Update ExternalTextGenerationCallerApp with option to select Responses API

The implementation uses the /v1/responses endpoint and parses the new
event-based streaming format with typed events like response.output_text.delta.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 10:10:51 -08:00
2e4fc0d230 Optimize OrganizeTroopsCommandSelector for better responsiveness (#4716)
* Optimize OrganizeTroopsCommandSelector for better responsiveness

Performance improvements:
- Remove redundant Update() calls in PlusClickedImpl methods - the caller
  (UpdateTable or MaxClickedImpl) calls Update() when needed
- Remove unused Update() call in MinusClicked (result was never used)
- Cache extraTroops counts by type to avoid repeated LINQ queries on each
  battalion row
- Fix somethingChanged check to inspect fields directly instead of calling
  expensive Update() method inside Exists()
- Remove duplicate maxAllButton.SetActive(false) call

These changes reduce the number of object allocations and iterations
performed on each button click, improving UI responsiveness.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use array instead of Dictionary for extraTroopsByType

Since BattalionTypeId is an enum with sequential values, an array
provides O(1) access without hashing overhead. The array size is
determined dynamically from Enum.GetValues to support future
battalion types.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Reuse table rows instead of destroying/recreating them

Instead of setting RowCount=0 (which destroys all rows) then adding
new rows, we now:
1. Calculate total rows needed
2. Set RowCount to target (adds/removes only as needed)
3. Update existing rows in place with ComponentAt<T>()

This avoids expensive GameObject destruction and instantiation
on every button click, significantly improving responsiveness
with 8+ battalions.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:52:35 -08:00
a5b608d18a Switch to OkHttp for LLM streaming with read timeout support (#4713)
Java HttpClient lacks read timeout support for streaming connections.
If the server stops sending data without closing the connection, the
client waits forever. This is a known limitation with no workaround.

OkHttp supports read timeouts via `readTimeout()` on the client builder.
If no data is received for the configured timeout (60s by default), the
connection will timeout with an IOException, allowing proper error
handling and retry.

Changes:
- Add OkHttp and okhttp-sse dependencies to MODULE.bazel
- Create OkHttpSseListener to handle SSE events with CompletableFuture
- Convert ExternalTextGenerationCaller to use OkHttp instead of Java HttpClient
- Add toOkHttpRequest helper to convert Java HttpRequest to OkHttp Request

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:37:50 -08:00
e6519fef20 Add try-catch to LlmUpdateQueuingProxy consumer thread (#4712)
The consumer thread had no exception handling. If any exception was
thrown while processing LLM updates (e.g., game not found, null pointer),
the thread would die and ALL future LLM streaming updates would queue
but never be processed - causing every incomplete text to stall.

Now exceptions are caught, logged with the affected update IDs, and the
consumer continues processing. This prevents a single bad update from
killing the entire LLM processing pipeline.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:24:22 -08:00
94d49e61d7 Fix Shardok resync flag cleared before updates received (#4715)
* Fix Shardok resync flag cleared before updates received

The resync flag was being cleared immediately after subscription
acknowledgment, but BEFORE the Shardok updates actually arrived.
If the connection dropped between acknowledgment and update delivery,
the flag would already be cleared, so the next reconnect wouldn't
request a resync, leaving the client with stale Shardok state.

The fix removes the premature flag clearing - flags are now only
cleared in EagleGameModel.HandleOneGameUpdate after updates are
actually received.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Optimize MainQueue: skip Stopwatch when queue is empty

Added a fast path to avoid Stopwatch creation when the action queue
is empty, reducing per-frame overhead during normal gameplay. Also
removed unused actionsProcessed variable.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:23:46 -08:00
f3e2873f34 Fix stalled incomplete texts not being retried (#4710)
When incomplete texts can't resume due to unsatisfied dependencies
(e.g., the prompt generator needs another text that's also incomplete),
they would get stuck forever. The code detected stalled texts and
logged a warning, but never actually fixed them.

Now, stalled incomplete texts (waiting > 3 minutes) that return
LlmResolverDependencyNotSatisfied are moved back to unrequested state.
This breaks dependency cycles and allows the system to recover by
regenerating prompts with fresh dependency resolution.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 21:28:47 -08:00
c74ddb8983 Convert PerformProvinceMoveResolutionAction to use Scala types (#4707)
* Convert PerformProvinceMoveResolutionAction to use Scala types

- Extend ProtolessRandomSequentialResultsAction instead of TRandomSequentialResultsAction
- Accept ActionResultApplier as constructor parameter
- Use RandomStateSequencer for state tracking with Scala types
- Remove proto conversions (GameStateConverter, ArmyConverter, etc.)
- Update RoundPhaseAdvancer to pass applier to constructor
- Remove unused ActionResultTApplierImpl from RoundPhaseAdvancer

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update test to assert on ActionResultT directly

Remove proto conversion from test - now tests ActionResultC/ChangedProvinceC
directly instead of converting to proto format.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use Scala types for test game state instead of proto

Remove all proto dependencies from test - now uses:
- GameState (Scala case class)
- FactionC, HeroC, ProvinceC (Scala concrete types)
- MovingArmy, Army, CombatUnit, Supplies (Scala types)
- RoundPhase, ProvinceOrderType, Date (Scala enums/types)

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 19:39:42 -08:00
c05e5f7f37 Use time-based limit for MainQueue processing (#4709)
Instead of a fixed 10 actions per frame, process actions for up to 8ms
per frame. This allows much faster catch-up when there's a large backlog
while still leaving time for rendering within the 16ms frame budget.

Also increased the logging threshold from 10 to 100 to reduce log noise.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 16:59:35 -08:00
9d3967c58d Fix NullReferenceException when clicking reserve unit (#4708)
RedrawCommandOverlays was called with null grid indices when selecting
a reserve unit, but MapCoordsToGridIndex was still called with the
resulting null mapMouseCoords.

Add null check before calling MapCoordsToGridIndex.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 13:22:27 -08:00
07f27ea0ff Delete unused legacy classes from deproto migration (#4706)
Remove classes that are no longer used after the protoless migration:
- Command.scala - legacy base trait for proto-based commands
- RandomSingleResultCommand.scala - no subclasses remaining
- SimpleActionWrapper.scala - replaced by protoless patterns
- DeterministicSequentialResultsAction.scala - no subclasses remaining
- RandomStateProtoSequencer.scala - replaced by RandomStateSequencer

Also removes Command from CommandFactory's makeCommandInternal return type.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 11:54:47 -08:00
b73d834fab Delete LegacyRandomStateTSequencer and migrate ProtolessSequentialResultsActionWrapper (#4705)
* Delete LegacyRandomStateTSequencer and migrate ProtolessSequentialResultsActionWrapper

- Migrate ProtolessSequentialResultsActionWrapper to use protoless RandomStateSequencer
- Delete LegacyRandomStateTSequencer.scala (no longer used)
- Remove legacy_random_state_trait_sequencer target from BUILD.bazel
- Clean up unnecessary proto dependencies

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Migrate postCommand to protoless flow and delete wrapper classes

- Add withTCommand and protoless action methods to RandomStateSequencer
- Migrate EngineImpl.postCommand to use protoless RandomStateSequencer
- Delete CommandFactory.makeCommand (no longer used)
- Delete ProtolessSequentialResultsActionWrapper (no longer used)
- Delete ProtolessSimpleActionWrapper (no longer used)
- Delete ProtolessRandomSimpleActionWrapper (no longer used)

The postCommand flow now uses:
1. RandomStateSequencer (protoless) instead of RandomStateProtoSequencer
2. makeTCommand instead of makeCommand
3. withTCommand to execute commands without proto wrapping
4. appliedResultsScala to process results

Proto conversion now only happens at the very end via appliedResultsScala.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 11:37:10 -08:00
deecd5a9ca Migrate EngineImpl.recursiveTransformT to protoless RandomStateSequencer (#4704)
* Migrate EngineImpl.recursiveTransformT to use protoless RandomStateSequencer

This removes the proto conversion roundtrip in recursiveTransformT by using
the new RandomStateSequencer which works with Scala GameState throughout.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update DEPROTO_PLAN.md with EngineImpl.recursiveTransformT migration

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 10:36:07 -08:00
314ff83d24 Migrate EndDiplomacyResolutionPhaseAction and PerformUnaffiliatedHeroesAction to protoless RandomStateSequencer (#4702)
* Migrate EndDiplomacyResolutionPhaseAction to protoless RandomStateSequencer

- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- All helper methods now accept GameState instead of GameStateProto
- Removed all proto converter calls
- Updated test to use ActionResultApplierImpl and provide a date

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* Convert PerformUnaffiliatedHeroesAction to use protoless RandomStateSequencer

- Migrated from LegacyRandomStateTSequencer to RandomStateSequencer
- Changed from ActionResultTApplier to ActionResultApplier
- Updated RoundPhaseAdvancer to pass actionResultApplier
- Updated test to call .results() directly and convert to proto (matching other migrated action tests)
- Updated DEPROTO_PLAN.md to mark action as migrated

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* Update PerformUnaffiliatedHeroesActionTest to use Scala types directly

- Use .results(SeededRandom(...)) instead of resultsOfExecute()
- Assert on ActionResultT types (HeroChangedResultType, ChangedHeroC, ChangedProvinceC)
- Use inside() pattern for safe type matching instead of asInstanceOf
- Add Scala testing patterns guidance to CLAUDE.md

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Refactor PerformUnaffiliatedHeroesActionTest to use Scala GameState directly

Instead of constructing proto GameState and converting to Scala,
the test now creates Scala GameState directly with all required fields.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 09:57:23 -08:00
9adfd84498 Fix flash of stale text when streaming text panel appears (#4703)
When TextId was set but the text entry hadn't arrived yet, the
TMP_Text component still displayed whatever was previously there.
This caused a brief flash of old text before the new streaming
text started appearing.

Now UpdateView() is called immediately when TextId changes,
clearing any stale content even if the new text hasn't arrived yet.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 07:34:49 -08:00
63901e24e5 Add timeout detection for stalled LLM text generation (#4701)
Add tracking and detection for incomplete texts that have been waiting
for LLM responses for longer than 3 minutes:

- Add `requestedAtMillis` field to `IncompleteClientText` to track when
  the LLM request was submitted
- Add `requested_at_millis` field to proto message for persistence
- Add `stalledIncompleteTexts` method to `ClientTextStore` to find texts
  that have exceeded the threshold
- Log warnings in `clientTextStoreWithHandledIncompleteTexts` when
  stalled texts are detected, showing text ID, wait time, and partial
  content

This helps diagnose issues where LLM responses are not being received
or processed properly.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 19:17:54 -08:00
a4a128fe34 Fix incomplete text resumption when too many requests in flight (#4700)
When clientTextStoreWithHandledIncompleteTexts is called at startup to
resume incomplete texts, if LlmResolverTooManyRequestsInFlight is
returned for any text, those texts were silently dropped and never
retried. This happened because:
1. They stayed in "incomplete" state (not picked up by unrequested handler)
2. The method only runs once at startup
3. No callback would ever come since the LLM was never called

Fix: Move texts that couldn't be submitted back to unrequested state
so they get retried via the normal handler loop.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 18:44:21 -08:00
9cee497886 Migrate EndBattleAftermathPhaseAction to protoless RandomStateSequencer (#4699)
* Migrate EndBattleAftermathPhaseAction to protoless RandomStateSequencer

- Replace LegacyRandomStateTSequencer with RandomStateSequencer
- Convert deferredChangeAR to use Scala DeferredChangeT types instead of proto
- Update allDeferredChanges and convertToUnaffiliated to take Scala GameState
- Replace ActionResultTApplier with ActionResultApplier
- Keep lazy proto conversion for ProvinceViewFilter calls in revelationChange
- Remove unused proto converter imports and dependencies
- Update tests to use ActionResultApplierImpl and Scala GameState

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* Update DEPROTO_PLAN with migration progress and ProvinceView needs

- Add NewRoundAction and EndBattleAftermathPhaseAction to completed migrations
- Add EndDiplomacyResolutionPhaseAction and PerformUnaffiliatedHeroesAction as pending
- Add View Filters section documenting ProvinceViewFilter blocking full deproto
- Document need for Scala ProvinceViewT model
- Update Open Questions about view generation

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 17:31:33 -08:00
42294da2f6 Migrate NewRoundAction to protoless RandomStateSequencer (#4698)
* Migrate EndPlayerCommandsPhaseAction to protoless RandomStateSequencer

- Use Scala DeferredChangeT types instead of proto DeferredChange
- Accept ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer which passes Scala GameState to callbacks
- Update test to use ActionResultApplierImpl

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Migrate NewRoundAction to protoless RandomStateSequencer

- Changed NewRoundAction to extend ProtolessRandomSequentialResultsAction
- Added actionResultApplier parameter to NewRoundAction constructor
- Updated RoundPhaseAdvancer to pass actionResultApplier to NewRoundAction
- Updated test to use new API with helper to convert results to proto for assertions

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* Replace isInstanceOf with pattern matching in EndPlayerCommandsPhaseAction

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 16:59:38 -08:00
75a129fb4c Fix ChronicleCanvasController crash and start at last entry (#4697)
OnEnable() calls AddListener() which calls TextId(), and SetUp() accesses
CurrentEntry - both throw IndexOutOfRangeException when _entries is empty.

Add guards to return early/null when there are no entries.

Also fix the logic for jumping to the last entry - previously it only
checked if gameObject was inactive, but now that OnEnable doesn't crash,
the object is active before entries are populated. Check if entries were
previously empty as well.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 06:44:49 -08:00
71a1858168 Switch AI algorithm from MCTS to Iterative Deepening (#4695)
Revert to using the proven iterative deepening AI algorithm instead of
MCTS for tactical combat decisions.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-18 06:28:07 -08:00
52f0cbe180 Migrate EndVassalCommandsPhaseAction and PerformReconResolutionAction to protoless RandomStateSequencer (#4696)
* Migrate EndVassalCommandsPhaseAction to protoless RandomStateSequencer

- Change from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Update RoundPhaseAdvancer to pass ActionResultApplier directly
- Add BattalionTypeConverter for proto conversion of battalionTypes parameter

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Migrate PerformReconResolutionAction to protoless RandomStateSequencer

- Change from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Convert from proto IncomingEndTurnAction to Scala IncomingEndTurnAction
- Update RoundPhaseAdvancer to pass ActionResultApplier directly
- Keep lazy proto GameState conversion only for ProvinceViewFilter.filteredProvinceView
- Update test to use ActionResultApplierImpl and Scala types

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 22:28:49 -08:00
31dc53cc9e Remove spurious warning when Shardok update arrives after battle end (#4694)
The warning was logged when a Shardok update arrived for a battle that
Eagle had already removed via RemovedBattleIds. This is expected behavior
and handled correctly - the UI shows "Back to Eagle" via MarkBattleEnded().

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:37:14 -08:00
2a0654f884 Migrate PerformVassalCommandsPhaseAction and PerformVassalDefenseDecisionsAction to protoless RandomStateSequencer (#4692)
- Change both actions to use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Use ActionResultApplier instead of ActionResultTApplier
- Use TCommandFactory instead of CommandFactory
- Use Scala ProvinceUtils instead of LegacyProvinceUtils
- Update RoundPhaseAdvancer callers to use new parameter names
- Update PerformVassalCommandsPhaseActionTest to use new types and chooseCommand signature
- Update BUILD.bazel dependencies for both actions and test
- Mark both actions as migrated in DEPROTO_PLAN.md

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:35:25 -08:00
1dd6eabc15 Fix HexMesh null reference when Update runs before SetUp (#4693)
Add null check in Triangulate() to guard against HexGrid.Update()
calling overlayMesh.Triangulate() before SetUp() has initialized
the hexMesh field.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:30:02 -08:00
fcdc7d80b8 Fix notification duplication in EndPlayerCommandsPhaseAction (#4690)
EndPlayerCommandsPhaseAction was using gameStateProto.deferredNotifications
(the initial state) instead of gs.deferredNotifications (the current state
from the sequencer). This caused notifications to not be properly removed
and accumulate across phases.

This is the same bug that was fixed in EndVassalCommandsPhaseAction in PR #4686.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:59:55 -08:00
54db688c4e Fix: Dismiss All button now skips pending queued notifications (#4691)
When reconnecting after being backgrounded, many AddNote calls queue up
in MainQueue. If the user clicked Dismiss All, it would clear the current
notes but the queued AddNote calls would immediately add more.

Fix: Use a generation counter that increments on Dismiss All. Pending
AddNote calls capture the generation when enqueued and skip if it changed.

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2025-12-17 20:59:23 -08:00
792c4f2b53 Server sends ServerGameStatus in ActionResultResponse (#4657)
* Server sends ServerGameStatus in ActionResultResponse

Include server-reported game status in every ActionResultResponse:
- YOUR_TURN: when availableCommands is present with commands
- WAITING_FOR_PLAYERS: when no commands available

This allows the client to display accurate server state rather than
inferring it from local data. Detecting mismatches between server
status and client state can reveal desync issues.

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* Report YOUR_TURN or WAITING_FOR_PLAYERS status

Change from previous approach: now always report a status instead of
returning None when no commands. This gives the client useful information:
- YOUR_TURN when player has commands available
- WAITING_FOR_PLAYERS when player doesn't have commands

GENERATING_TEXT would require threading clientTextStore access through
to HumanPlayerClientConnectionState, which is a larger refactoring.
For now, WAITING_FOR_PLAYERS covers the common case.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Calculate ServerGameStatus properly based on actual game state

GameController now calculates status based on what we actually know:
- YOUR_TURN: when this player has commands available
- GENERATING_TEXT: when there are incomplete LLM texts for this player
- WAITING_FOR_PLAYERS: when other human players have commands
- None: when we don't know (e.g., waiting for AI or battle resolution)

This is more accurate than always returning WAITING_FOR_PLAYERS when
the player has no commands.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add mock expectation for incompleteTexts in GameControllerTest

The test was failing because humanClientsAfterPostingResults now calls
clientTextStore.incompleteTexts to check for in-progress LLM text generation.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:28:37 -08:00
5aad32f5d9 Fix Shardok sync mismatch: update counts on gRPC thread (#4689)
Same fix as Eagle counts - track Shardok result counts in a thread-safe
dictionary updated immediately on the gRPC thread before enqueueing to
MainQueue. This ensures heartbeats report accurate counts even when
MainQueue is blocked (e.g., Unity backgrounded).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:21:40 -08:00
78a833c086 Adjust Shardok hex grid layout (#4688)
Move hex grid to accommodate wider right sidebar.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:09:26 -08:00
f7c382446e Fix: Auto-return to Eagle when battle ends while backgrounded (#4687)
When Unity is backgrounded and a Shardok battle ends, there's a race
condition where the Eagle update (removing the battle from ShardokBattles)
may arrive before the Shardok Victory update. This caused the user to be
stuck on the Shardok canvas with no "Back to Eagle" button.

Fix: When processing RemovedBattleIds, check if there's an active
ShardokGameModel and call MarkBattleEnded() to trigger the controller's
return-to-Eagle logic.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 19:28:04 -08:00
a380eca47e Fix: Use current game state for deferred notifications in end-phase actions (#4686)
EndHandleRiotsPhaseAction and EndVassalCommandsPhaseAction were using
the initial gameState's deferredNotifications instead of the current
state from the sequencer. This bug was introduced in PR #2679 (May 2023).

While this was a latent bug, it could cause issues if notifications were
added/removed during sequencer operations before the end-phase result.

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2025-12-17 19:10:09 -08:00
90f239c696 Migrate EndHandleRiotsPhaseAction to protoless RandomStateSequencer (#4684)
* Migrate EndHandleRiotsPhaseAction to protoless RandomStateSequencer

- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Use ActionResultApplier instead of ActionResultTApplier
- Use ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils
- Match on TCommand cases to execute commands properly
- Update test to include rulingFactionHeroIds and hero in game state
- Update DEPROTO_PLAN.md with migration progress

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Extract TCommandFactory trait for lightweight mocking

- Create TCommandFactory trait with just makeTCommand method
- CommandFactory now extends TCommandFactory
- EndHandleRiotsPhaseAction accepts TCommandFactory instead of CommandFactory
- Test mocks TCommandFactory to avoid pulling in 40+ command dependencies
- Update DEPROTO_PLAN.md with migration progress

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix: Use current game state for deferred notifications

Was using initial gameState instead of current gs from sequencer,
causing deferred notifications to not be properly tracked.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 19:05:40 -08:00
be393a4cdd Fix: applyNewNotifications should only add deferred notifications (#4685)
The Scala ActionResultApplierImpl.applyNewNotifications was incorrectly
adding ALL notifications to deferredNotifications, including ones with
deferred=false. This caused notifications to be delivered repeatedly.

The proto path handled this correctly by checking the deferred flag and
routing non-deferred notifications to notificationsToDeliver instead.

This regression was introduced in PR #4661 when ActionResultApplierImpl
was created, and became visible when actions started using the protoless
RandomStateSequencer.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 17:54:09 -08:00
9e97f71bb9 Add hasImminentRiot to ProvinceUtils (#4683)
This function was missing from ProvinceUtils but present in
LegacyProvinceUtils. Adding it enables EndHandleRiotsPhaseAction
to be migrated away from proto dependencies.

Also updates DEPROTO_PLAN.md to document LegacyProvinceUtils
migration progress.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 15:34:19 -08:00
113d54b936 Migrate TruceTurnBackPhaseAction to protoless RandomStateSequencer (#4680)
- Change base class from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Change constructor parameter from ActionResultTApplier to ActionResultApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Update RoundPhaseAdvancer call site to pass ActionResultApplier
- Rewrite test to use pure Scala types (ProvinceC, FactionC, GameState) instead of proto types

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 15:08:48 -08:00
5d6c2fef90 Fix Xcode version caching in bazel builds (#4678)
Add DEVELOPER_DIR repo_env to .bazelrc so bazel always uses the current
Xcode installation rather than caching the version. This avoids the need
for `bazel clean --expunge` after Xcode updates.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-17 15:07:24 -08:00
5e2e7a454c Introduce protoless RandomStateSequencer, rename old to Legacy (#4679)
- Rename RandomStateTSequencer to LegacyRandomStateTSequencer
- Create new fully protoless RandomStateSequencer in its own package
- Update all 13 action usages to import LegacyRandomStateTSequencer
- The new sequencer uses Scala GameState throughout (no proto conversions)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 13:31:42 -08:00
914141aed1 Convert RoundPhaseAdvancer to accept Scala GameState instead of proto (#4677)
* Convert RoundPhaseAdvancer to accept Scala GameState instead of proto

This eliminates unnecessary proto conversions since EngineImpl already has
Scala GameState. Previously it converted to proto just to call
checkForPhaseAdvancement, and inside that method most actions immediately
converted back to Scala.

Changes:
- RoundPhaseAdvancer.checkForPhaseAdvancement now takes Scala GameState and
  ActionResultApplier (returns ActionResultWithResultingState)
- Added lazy proto conversion only for AvailableCommandsFactory calls
- Updated match cases to use Scala RoundPhase values (NewRound, etc.)
- Added EngineImpl.appliedResultsScala and recursiveTransformScala helpers
- Added GameHistory.withNewResultsScala default method

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use Scala RoundPhase instead of proto for timing map

- Added RoundPhase.allValues to enumerate all round phases
- Removed RoundPhaseProto import from RoundPhaseAdvancer
- Updated times map to use Scala RoundPhase

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* Delete recursiveTransform, have recursiveTransformT use RandomStateTSequencer

- recursiveTransform was only called by recursiveTransformT
- recursiveTransformT now uses recursiveTransformScala with RandomStateTSequencer
- Converts ActionResultTWithResultingState (proto GameState) to
  ActionResultWithResultingState (Scala GameState) at the boundary

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 12:01:53 -08:00
2ae235e933 Convert EndDiplomacyResolutionPhaseAction to use Scala types (#4675)
- Accept Scala GameState in constructor instead of proto
- Use RandomStateTSequencer.apply() which takes Scala GameState
- Update helper methods to use GameStateProto type alias for clarity
- Update test to construct Scala GameState directly
- Update DEPROTO_PLAN.md with Phase 5c progress and sequencer migration plan

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 07:28:13 -08:00
14d83def79 Convert EndPlayerCommandsPhaseAction to use Scala types (#4674)
- Change action to accept Scala GameState, convert to proto internally
- Update internal methods to use GameStateProto explicitly
- Add game_state_converter dependency to BUILD files
- Update tests to use GameStateConverter.fromProto and randomResults

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 07:11:52 -08:00
170e998324 Convert RequestFreeForAllBattlesAction to use Scala types (#4673)
Changes:
- Rewrote RequestFreeForAllBattlesAction to take Scala GameState
- Extends ProtolessSequentialResultsAction instead of DeterministicSequentialResultsAction
- Uses Scala types: ShardokBattle, ShardokPlayer, HostileArmyGroup, BattleType, VictoryCondition
- Uses BattalionUtils instead of LegacyBattalionUtils for food calculation
- Updated RoundPhaseAdvancer to use the protoless action

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:45:52 -08:00
0dcdac1719 Convert PerformHeroDeparturesAction to use Scala types (#4672)
* Convert PerformHeroDeparturesAction to use Scala types

Changes:
- Rewrote PerformHeroDeparturesAction to take Scala GameState and return ActionResultT
- Added effectiveLoyalty method to HeroUtils (Scala version)
- Added afterHeroDeparture method to ProvinceUtils
- Updated RoundPhaseAdvancer to use the protoless action
- Rewrote tests to use pure Scala types

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use inside() pattern instead of asInstanceOf in tests

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:41:00 -08:00
164933dbdd Convert PerformForcedTurnBackAction to use Scala types (#4671)
- Change action to take Scala GameState instead of proto
- Implement ProtolessSequentialResultsAction trait
- Update internal logic to use Scala model types (Army, MovingArmy, MovingSupplies, etc.)
- Rewrite tests to use pure Scala model objects
- RoundPhaseAdvancer converts to/from proto at the boundary

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:27:53 -08:00
bf4db493ab Convert PrisonerExchangeAction to use Scala types (#4670)
- Replace proto GameState with Scala GameState
- Replace proto ActionResult with ActionResultT/ActionResultC
- Replace proto ChangedHero/ChangedProvince with Scala versions
- Use NotificationDetails.PrisonerExchange for notifications
- Implement ProtolessSequentialResultsAction trait
- Rewrite test to use pure Scala model objects

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 21:59:58 -08:00
89cabe9d17 Include client and server counts in heartbeat sync mismatch logs (#4664)
The previous log only showed whether eagle/shardok were in sync (true/false).
Now it shows the actual counts from both client and server, making it easier
to diagnose the cause of sync mismatches.

Example output:
[HEARTBEAT] Detected sync mismatches for user: game 123: eagle: client=50 server=52

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 17:17:26 -08:00
dde7a58b44 Convert HeroBackstoryUpdateActionGenerator to use Scala types internally (#4669)
- Add `apply(gameState: GameState)` method as the preferred entry point
- Use FactionUtils.alliedFactions instead of LegacyFactionUtils
- Thread Scala GameState through the generator
- Maintain fromGameState(GameStateProto) for backwards compatibility

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 17:16:45 -08:00
486e99a02d Convert TruceTurnBackPhaseAction to use Scala types internally (#4668)
- Replace LegacyFactionUtils.hasTruceOrAlliance with FactionUtils.hasTruceOrAlliance
- Use Scala FactionT and ProvinceT instead of proto types
- Remove GameStateConverter.toProto() call (was converting Scala to proto unnecessarily)
- Update BUILD.bazel deps: remove legacy_faction_utils and proto_converters/game_state,
  add faction_utils and state/faction

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 16:37:56 -08:00
2982927200 Convert three more actions to take Scala GameState (#4667)
* Convert three more actions to take Scala GameState

- EndFreeForAllDecisionPhaseAction: now takes Scala GameState directly
- EndBattleRequestPhaseAction: renamed fromProtoState to apply, takes Scala GameState
- EndDefenseDecisionPhaseAction: renamed fromProtoState to apply, takes Scala GameState

Updated RoundPhaseAdvancer callers to use GameStateConverter.fromProto().

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Document Scala 3 compiler crash blocker for EndPleaseRecruitMePhaseAction

When attempting to convert EndPleaseRecruitMePhaseAction to take Scala GameState,
the Scala 3.7.2 compiler crashes during the lambdaLift phase.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert EndPleaseRecruitMePhaseAction to Scala GameState and fix test

- Convert EndPleaseRecruitMePhaseAction to take Scala GameState directly
- Rewrite EndDefenseDecisionPhaseActionTest to use pure Scala model objects
  (instead of creating proto GameState and converting)
- Fix test to expect correct phase transition (TruceTurnBack, not BattleRequest)
- Update BUILD.bazel deps for both action and test

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update DEPROTO_PLAN.md - mark EndPleaseRecruitMePhaseAction complete

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 16:30:09 -08:00
0551453536 Convert EndBattleAftermathPhaseAction to take Scala GameState (#4666)
- Update EndBattleAftermathPhaseAction case class to take Scala GameState
- Add private gameStateProto field for internal proto conversion
- Rename companion object method parameters to clarify proto vs Scala types
- Update RoundPhaseAdvancer caller to convert proto to Scala
- Update tests to use GameStateConverter.fromProto()

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 14:28:10 -08:00
ce357c612e Phase 6 deproto: Migrate LegacyUnaffiliatedHeroUtils callers and delete (#4665)
* Migrate callers from LegacyUnaffiliatedHeroUtils to UnaffiliatedHeroUtils

This is Phase 6 of the deproto migration, cleaning up legacy utility files.

Changes:
- Add willPleaseRecruitMe convenience method to UnaffiliatedHeroUtils
- Add updatedForQuest and maybeUpdatedForQuest methods to UnaffiliatedHeroUtils
- Convert EndBattleAftermathPhaseAction to use Scala types
- Convert UnaffiliatedHeroMovedAction to use Scala types
- Convert AvailablePleaseRecruitMeCommandFactory to use Scala types
- Delete LegacyUnaffiliatedHeroUtils (no more callers)
- Update test fixtures to include required roundPhase/currentPhase
- Update BUILD.bazel visibility and deps

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Simplify AvailablePleaseRecruitMeCommandFactory to avoid dual GameState params

Remove the pattern of passing both proto and Scala GameState to internal
methods. Now forOneProvince takes only proto GameState and converts to
Scala internally where needed for willPleaseRecruitMe.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert AvailablePleaseRecruitMeCommandFactory to use Scala GameState

Changed the factory to accept Scala GameState instead of proto GameState,
moving toward the deproto goal. The conversion flow is now:
- Caller passes Scala GameState
- Factory works with Scala types directly
- Only converts to proto for ExpandedUnaffiliatedHeroUtils (still proto-based)

Updated:
- AvailablePleaseRecruitMeCommandFactory to take Scala types
- AvailableCommandsFactory to convert proto->Scala before calling
- Test to pass Scala GameState
- BUILD.bazel files with required deps and visibility

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 13:35:36 -08:00
f9e69b6f75 Change ActionResultTApplierImpl to use Scala-based ActionResultApplierImpl (#4662)
* Make validator optional in ActionResultApplierImpl with type class generics

- Change ActionResultApplierImpl to take Option[ScalaValidator]
- Use Scala 3 type classes (Validatable, ValidatableWithGameState) for generic validation
- Single generic validate[T] method handles HeroT, GameState, ActionResultT
- Single generic validate[T](value, gs) method handles BattalionT with GameState context
- Update ActionResultTApplierImpl to wrap validator in Some()

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix ProtolessSequentialResultsActionWrapper to use ScalaRuntimeValidator

- Update to use ActionResultTApplierImpl with ScalaRuntimeValidator
- Export action_result_applier from action_result_trait_applier_impl
- Remove unused ActionResultApplierImpl import

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test failures after ActionResultTApplierImpl changes

- Create TestingNoopScalaValidator for tests that don't need real validation
- Update tests to use TestingNoopScalaValidator instead of ScalaRuntimeValidator
- Add currentPhase to test GameState objects to fix proto-to-Scala conversion
- Add valid date fields to BackstoryVersion in test data
- Update BUILD.bazel files with correct dependencies
- Export game_state from action_result_trait_applier_impl

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use no-validation applier in TRandomSequentialResultsAction for tests

- Change TRandomSequentialResultsAction.execute() to use ActionResultTApplierImpl()
  instead of ActionResultTApplierImpl(ScalaRuntimeValidator) to avoid validation
  errors on synthetic test data
- Add apply() factory method to ActionResultTApplierImpl that creates an applier
  with no validation (Option[ScalaValidator] = None)
- Export scala_validator from action_result_trait_applier_impl so the type is
  visible to dependents
- Update test files to use ActionResultTApplierImpl() instead of
  ActionResultTApplierImpl(TestingNoopScalaValidator)

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove unused TestingNoopScalaValidator

Use None instead of TestingNoopScalaValidator for tests that don't need validation.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add required date field to BackstoryVersion in test

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 10:00:34 -08:00
f43e914720 Add ScalaValidator and use in ActionResultApplierImpl (#4663)
* Add ScalaValidator and use in ActionResultApplierImpl

Introduce a Scala-native validation interface (ScalaValidator) and its
implementation (ScalaRuntimeValidator) for validating game state during
action result application.

Changes:
- Add ScalaValidator trait with methods to validate heroes, battalions,
  provinces, and action results using Scala types
- Add ScalaRuntimeValidator implementing validation logic
- Update ActionResultApplierImpl to accept an optional ScalaValidator
- Add visibility rules for validations package to access required types
- Add ScalaRuntimeValidatorTest

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove stale testing_noop_scala_validator target

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix ActionResultApplierImplTest to pass None for validator

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 07:02:18 -08:00
6c50c0da24 Add ActionResultApplier for direct Scala GameState manipulation (#4661)
* Add ActionResultApplier for direct Scala GameState manipulation

Phase 6 of deproto migration: Create ActionResultApplier infrastructure
that applies ActionResultT directly to Scala GameState without proto
conversion.

New components:
- ActionResultApplier trait - interface for applying action results
- ActionResultApplierImpl - implementation using extension methods
- GameState extension methods split across multiple files:
  - GameStateProvinceExtensions - province operations
  - GameStateBattalionExtensions - battalion operations
  - GameStateHeroExtensions - hero operations
  - GameStateFactionExtensions - faction operations
  - GameStateBattleExtensions - battle operations
  - GameStateMiscExtensions - notifications, seed, chronicle, etc.
  - GameStateExtensions - aggregator that re-exports all extensions
- ProvinceUpdateHelpers/2 - complex province update logic

Note: ActionResultProtoApplier is still used throughout the codebase
(EngineImpl, RoundPhaseAdvancer, Actions, Commands). This new applier
is infrastructure for future migration when we switch to Scala GameState.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add ActionResultApplierImplTest for Scala GameState ActionResultApplier

Adds comprehensive test coverage for ActionResultApplierImpl that matches
the proto-based ActionResultProtoApplierImplTest:

- Basic state updates (round id, phase, date, seed, game ended, victor)
- Battalion operations (changed, zero size/destroy, new, removed)
- Hero operations (vigor delta/absolute, new, removed, stat deltas, XP)
- Faction operations (new, changed head, trust levels, removed, outgoing offers)
- Battle operations (new battle)
- XP for stat bump calculations
- Multiple results in sequence

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 06:35:58 -08:00
d265b76607 Client displays server-reported game status (#4658)
Update client to use ServerGameStatus from ActionResultResponse:
- IGameStateProvider now has ServerStatus instead of inferring state
- GameModelUpdater stores ServerStatus when receiving ActionResultResponse
- ConnectionStatusUI displays server-reported status:
  - YOUR_TURN -> "Your turn"
  - WAITING_FOR_PLAYERS -> "Waiting for other players"
  - GENERATING_TEXT -> "Generating..."
  - PROCESSING_ACTION -> "Processing..."

Client-side IsProcessingCommand still takes priority (for responsive
feedback when submitting commands, before server responds).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:09:29 -08:00
09a51e4280 Update DEPROTO_PLAN: consolidate completed phases, focus on Phase 6 (#4660)
Completed phases (1-5b) are now summarized in a table. The plan now
focuses on Phase 6: migrating from ActionResultProto consumers to
ActionResultT consumers throughout the engine.

Key finding: No code directly produces ActionResultProto anymore - all
production goes through ActionResultProtoConverter.toProto() from
ActionResultT. The next step is eliminating internal consumption.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:06:47 -08:00
5593effe69 Rate-limit MainQueue to prevent blocking when resuming from background (#4659)
* Rate-limit MainQueue to prevent blocking when resuming from background

When Unity is backgrounded during a Shardok game, the gRPC stream
continues receiving updates which queue up in MainQueue. Previously,
Update() would process all queued actions in a single frame, causing
the UI to freeze/spin when resuming.

This change limits processing to 10 actions per frame, spreading the
work across multiple frames and keeping the UI responsive. Also adds
logging when the queue has built up, to help diagnose similar issues.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix duplicate updates when reconnecting while Unity is backgrounded

Root cause: When Unity is backgrounded, MainQueue.Update() doesn't run,
so ReceiveGameUpdate() never processes updates and _lastUnfilteredResultCount
never advances. When the connection times out and reconnects, it sends the
stale count, causing the server to re-send all the same updates. This
repeats with each reconnect, accumulating duplicates.

Fix: Call UpdateResultCounts() immediately on the gRPC thread when updates
arrive, BEFORE enqueueing to MainQueue. This ensures reconnects always use
accurate counts regardless of MainQueue state.

Also adds duplicate detection in Notification.Append() as a defense-in-depth
measure to prevent the same text from being appended multiple times.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Implement UpdateResultCounts in CustomBattleHandler

CustomBattleHandler only handles Shardok updates, so the implementation
is a no-op.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:04:09 -08:00
44c268de93 Convert PerformProvinceEventsAction to pure Scala types and delete RandomSequentialResultsAction (#4654)
* Convert PerformProvinceEventsAction to pure Scala types and delete RandomSequentialResultsAction

- Convert PerformProvinceEventsAction to use ProtolessRandomSequentialResultsAction
  with pure Scala types (zero proto dependencies in action logic)
- Add BeastUtils.beastInfosT for T-type BeastInfo access
- Update RoundPhaseAdvancer to pass both GameStateProto and applier to execute()
- Delete RandomSequentialResultsAction base class (no longer used)
- Update PerformProvinceEventsActionTest to use T-types with proper casting
- Move Actions and ActionResultT to "What's Done" in DEPROTO_PLAN.md

All 10 RandomSequentialResultsAction subclasses are now converted to T-type base classes.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove proto BeastInfo from BeastUtils and update tests to use T-types

- BeastUtils.beastInfos now returns T-type BeastInfo (removed proto version)
- SuppressBeastsPromptGenerator updated to use T-type BeastInfo
- PerformProvinceEventsAction: replace isInstanceOf with pattern matching
- PerformProvinceEventsActionTest: construct T-type test data directly
  instead of proto data that gets converted

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Move province utility methods to ProvinceUtils

- Move effectiveEconomy and effectiveInfrastructure usage from local methods
  to existing ProvinceUtils implementations
- Add hasBlizzard, hasDrought, hasFlood, hasFestival, hasEpidemic, hasBeasts
  predicates to ProvinceUtils
- Remove duplicate local methods from PerformProvinceEventsAction

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 18:57:28 -08:00
0a40acb84d Add ServerGameStatus proto for server-reported game state (#4656)
* Add game state to connection status indicator

When connected, the status indicator now shows game-specific state:
- "Generating..." - LLM text generation in progress (highest priority)
- "Processing..." - Command submitted, awaiting response (only if > 500ms)
- "Your turn" - Player has available commands
- "Waiting for other players" - No commands, waiting for opponents

Implementation:
- Add IGameStateProvider interface in ConnectionStatusUI.cs
- Implement interface in GameModelUpdater with:
  - HasAvailableCommands: check AvailableCommandsByProvince and CommandToken
  - IsStreamingTextInProgress: check ClientTextProvider for incomplete entries
  - IsProcessingCommand: track command submission time (500ms delay to avoid flash)
- Wire up in EagleGameController when entering/leaving game

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add ServerGameStatus proto for server-reported game state

Add ServerGameStatus message to ActionResultResponse:
- YOUR_TURN: Player has commands available
- WAITING_FOR_PLAYERS: Waiting for other player(s) to act
- GENERATING_TEXT: LLM text generation in progress
- PROCESSING_ACTION: Server is processing an action

Includes waiting_for_faction_ids and generating_llm_id for additional context.

This allows the client to display accurate server state rather than
inferring it from local data, which enables detecting desync issues.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 16:27:59 -08:00
9603b497d2 Server verifies sync status in heartbeat and reports mismatches (#4652)
- handleHeartbeat now checks client's reported counts against server's
- Compares Eagle unfiltered_result_count and Shardok filtered counts
- Returns GameSyncResult/ShardokSyncResult only for mismatched games
- Logs detected mismatches for debugging

Backwards compatible: old client sends HeartbeatRequest without
GameSyncStatuses, server handles empty list (no sync checks).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 09:04:58 -08:00
0551dd0f13 Convert vassal command Actions to use T-type commands via TCommand sealed trait (#4636)
* Convert remaining RandomSequentialResultsAction subclasses to TRandomSequentialResultsAction

- Convert EndHandleRiotsPhaseAction to TRandomSequentialResultsAction
- Convert PerformVassalCommandsPhaseAction to TRandomSequentialResultsAction
- Convert PerformVassalDefenseDecisionsAction to TRandomSequentialResultsAction
- Add withRandomAction and withOptionalRandomAction to RandomStateTSequencer
- Create ActionResultProtoWrapper to wrap proto ActionResult as ActionResultT
- Update VigorXPApplier to skip proto-wrapped results
- Expose protoApplier on ActionResultTApplierImpl for sequencer access

This enables executing proto Actions from CommandFactory.makeCommand() within
the T-based sequencer by wrapping results in ActionResultProtoWrapper.

9/10 RandomSequentialResultsAction subclasses now converted. Only
PerformProvinceEventsAction remains (heavily proto-based internally).

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Co-Authored-By: Claude <noreply@anthropic.com>

* Convert vassal command Actions to use T-type commands via TCommand sealed trait

- Create TCommand sealed trait unifying Simple, RandomSimple, and Sequential T-type actions
- Add makeTCommand method to CommandFactory returning T-type actions directly
- Add withTCommand/withOptionalTCommand helpers to RandomStateTSequencer
- Convert PerformVassalCommandsPhaseAction, PerformVassalDefenseDecisionsAction,
  and EndHandleRiotsPhaseAction to use T-type commands
- Add executeProtolessAction helper in RoundPhaseAdvancer to bridge T-type actions
  with proto-based engine interface
- Delete ActionResultProtoWrapper (no longer needed after T-type conversion)
- Add exports to action_result_trait for interface types to support ScalaMock mocking

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add VigorXPApplier.withVigorXp to test helper to match production behavior

Addresses Copilot review comment about test executeAction helper missing
vigor XP application that RoundPhaseAdvancer.executeProtolessAction does.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove actionResultProtoApplier from TRandomSequentialResultsAction.randomResults

TRandomSequentialResultsAction subclasses should only use ActionResultTApplier,
not both appliers. The execute() method creates the T-type applier internally.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add execute method to ProtolessRandomSequentialResultsAction

Move the duplicate executeAction/executeProtolessAction helper code
into a proper execute() method on ProtolessRandomSequentialResultsAction.
This eliminates code duplication between tests and RoundPhaseAdvancer.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add troubleshooting guidance for Scala MissingType errors

Document that MissingType errors are BUILD.bazel dependency issues,
not compiler crashes. Also note to never run bazel clean without asking.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-13 09:04:06 -08:00
45c4cf783d Client sends sync status in heartbeat and handles mismatch response (#4651)
Add heartbeat timer (10s interval) that sends HeartbeatRequest with:
- GameSyncStatus per subscribed game (unfiltered_result_count)
- ShardokSyncStatus per tactical battle (filtered_result_count)

Handle HeartbeatResponse with sync results:
- Log detailed mismatch information for debugging
- Trigger reconnect when server reports sync mismatch
- Reconnect will re-subscribe and server sends missing updates

Backwards compatible: old server ignores new request fields,
new client handles empty sync results (no reconnect triggered).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:32:18 -08:00
72c52e0b0d Add sync verification fields to HeartbeatRequest/Response (#4650)
Extend heartbeat messages to support sync verification:

HeartbeatRequest now includes:
- GameSyncStatus per subscribed game with unfiltered_result_count
- ShardokSyncStatus per tactical battle with filtered_result_count

HeartbeatResponse now includes:
- GameSyncResult per game indicating if counts match
- ShardokSyncResult per battle with server's counts for comparison

This allows client to report its known action counts, and server to
detect desync and trigger resync if needed. Fields are optional so
this is backwards-compatible with existing clients/servers.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:26:30 -08:00
dffd569ed7 Reconnect on subscription failure instead of silently proceeding (#4647)
* Reconnect on subscription failure instead of silently proceeding

Previously, when StreamOneGameAsync() failed (timeout or server rejection),
we logged "subscribe_partial_failure" but still set state to Connected.
This left users with a green status light but no game updates - a silent
failure that's confusing and unrecoverable without manual intervention.

Now when subscription fails:
- Log "subscribe_failed" (clearer than "partial_failure")
- Record circuit breaker failure
- Schedule reconnect with exponential backoff
- Do NOT proceed to Connected state

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add resource cleanup before reconnect on subscription failure

Copilot correctly identified that returning early without cleanup
could leave the streaming call and background thread running. When
Connect() later disposes the streaming call, HandleStreamingCall
would catch an exception and schedule its own reconnect - causing
a race condition.

Now we clean up consistently with other failure paths:
- Dispose streaming call and cancel thread token
- Mark Shardok games for resync
- Cancel pending subscription acks

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 07:45:49 -08:00
a1ffae91a8 Rename RandomStateTSequencer.apply(initialStateProto:...) to fromProto (#4648)
Clarifies the method name to indicate it accepts a proto GameState directly,
distinguishing it from the other apply() that takes a T-type GameState.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 07:26:40 -08:00
45a32af435 Client waits for SubscriptionAck before confirming subscription (#4645)
Client changes:
- Added SubscriptionPending state shown as "Subscribing..." in status UI
- Subscribe() now returns Task<bool> to indicate success/failure
- Wait for server ack with 10-second timeout using CancellationTokenSource
- Handle OperationCanceledException separately from other errors
- Move TrySetResult outside lock to avoid potential deadlock
- Clear resync flags only after successful acknowledgment
- Cancel pending acks on connection drop

API changes:
- Subscribe() returns Task<bool> instead of Task
- StartListeningForUpdates() returns Task<bool> instead of Task
- Callers using fire-and-forget pattern still work (failures logged)

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 13:00:31 -08:00
1df8ec68e8 Wrap subscription ack sending in try-catch to prevent cascading failures (#4646)
If responseObserver.onNext() throws when trying to send a failure ack
(e.g., because the observer is already closed), we don't want that
exception to propagate and potentially cause duplicate ack attempts.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 12:59:12 -08:00
53d6e6f63d Add SubscriptionAck message for server to confirm subscriptions (#4644)
* Add SubscriptionAck message for server to confirm subscriptions

Server now sends SubscriptionAck after processing StreamGameRequest:
- Success=true with confirmedResultCount on successful subscription
- Success=false with error message on failure

This is backward compatible - existing clients will ignore the new message.
Client-side handling will be added in a follow-up PR.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Address Copilot review comments

- Remove errorMessage from success case (per proto contract)
- Handle null getMessage() with Option().getOrElse("")
- Remove confirmedResultCount from error cases (not needed)

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 08:28:58 -08:00
bc84cf6871 Ignore Unity dedicated server package settings (#4643)
Auto-generated by Unity 6, not needed for version control.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 06:57:48 -08:00
865a34d00a Await subscription writes to fix silent connection failures (#4641)
Previously, StreamOneGame used fire-and-forget for subscription writes,
meaning if the write failed (network issue, server not ready), the client
would never know and would wait forever for updates that never arrive.

Changes:
- Convert StreamOneGame to StreamOneGameAsync that returns Task<bool>
- Restructure Connect() to collect subscribers under lock, then await
  subscription writes outside the lock
- Make Subscribe() async and await the subscription write
- Move resync flag clearing to AFTER successful send (if send fails,
  flags remain set for next reconnect attempt)
- Add diagnostic logging for subscription success/failure

This addresses the root cause of connection instability where clients
would "connect" successfully but never receive data because the
subscription write silently failed.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-06 10:59:32 -08:00
1a751cea6d Improve gazelle pre-commit hook to fail if BUILD files are modified (#4640)
The previous hook ran gazelle but didn't check if it modified any files.
This meant commits could go through with non-canonical BUILD files, causing
gazelle_test to fail in CI.

The new wrapper script:
1. Runs gazelle
2. Checks if any BUILD files were modified
3. Fails with a helpful message if they were, instructing the user to stage changes

Also adds a Pre-Commit Checklist section to CLAUDE.md documenting this behavior.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-06 08:58:07 -08:00
5a8a343bcc Fix gRPC stream cancelled error in SyncResponseObserver (#4639)
Check if the stream is cancelled before calling onNext/onError/onCompleted
to prevent IllegalStateException when client disconnects while server is
sending messages.

The ServerCallStreamObserver.isCancelled() method detects when the client
has cancelled the stream, allowing us to silently skip sends rather than
throwing an exception.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 20:59:54 -08:00
5979dc7372 Cancel pending reconnect timer when connection succeeds (#4637)
When ScheduleReconnect schedules a Connect() call in 2 seconds, but then
a connection succeeds before that timer fires (e.g., through immediate
retry), the scheduled reconnect would still fire and dispose the working
connection, causing:

1. connect_success (connection works)
2. 2 seconds later: scheduled Connect() fires
3. Connect() disposes the working streaming call
4. Working thread catches Cancelled, calls ScheduleReconnect
5. But new connection also succeeds immediately
6. 2 seconds later, repeat forever...

The fix cancels and disposes the retry timer when a connection succeeds,
preventing stale scheduled reconnects from killing working connections.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 20:44:19 -08:00
87474888f9 Fix duplicate notifications by comparing hero IDs instead of references (#4635)
The notification deduplication logic used SequenceEqual on HeroView objects,
but HeroView is a protobuf-generated class that uses reference equality.
Each time an ActionResultView is processed, new HeroView instances are created,
so even notifications about the same heroes were treated as different.

Changed to compare hero lists by their Id field instead of by object reference.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:53:53 -08:00
1b3697a40c Fix NullReferenceException in MapController on reconnect (#4634)
During reconnection, PopupPanelController.Start() or SetUpPanel() runs
before MapController.Model has been set. When clearing OverrideTargetedProvinces,
SetDefaultProvinceColor tries to access Model.Provinces which is null.

Added null check in SetDefaultProvinceColor to handle the case where Model
hasn't been initialized yet during reconnection.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:46:37 -08:00
a45b5dadd8 Fix reconnect loop failing due to stale idle timer baseline (#4633)
When a connection drops (e.g., DeadlineExceeded after 300s), the reconnect
logic would create a new connection but immediately kill it:

1. Old connection times out, _lastResponseReceived is ~5 minutes old
2. ScheduleReconnect() schedules Connect() with backoff
3. Connect() creates new streaming call, logs connect_success
4. Connect() calls StartIdleCheckTimer()
5. IdleCheckTimer fires within 5s, checks _lastResponseReceived
6. idleTime > MaxIdleSeconds (30s) because timestamp is from OLD connection
7. CheckForIdleTimeout() disposes the NEW connection
8. Triggers "Cancelled" exception, ScheduleReconnect again
9. Loop repeats forever

The fix resets _lastResponseReceived to DateTime.UtcNow when a new
connection is established, before starting the idle check timer.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:40:41 -08:00
9f910bf849 Send Shardok results before Eagle results to fix client resync spam (#4632)
When the server sends Eagle results containing a date change before Shardok
results, the client clears its ShardokGameModels on the date change, then
receives Shardok updates for battles that no longer have models. This causes
the client to create fresh models with empty history and trigger unnecessary
resyncs.

Fix by sending Shardok results first, so they land in existing models before
the Eagle date change clears them.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:38:51 -08:00
c5466e38a8 Convert NewRoundAction to TRandomSequentialResultsAction (#4631)
- Change base class from RandomSequentialResultsAction to TRandomSequentialResultsAction
- Use T-based types: ActionResultC, ChangedProvinceC, ChangedHeroC, ChangedFactionC
- Use LlmRequestT.ChronicleUpdateMessage for chronicle requests
- Use ChronicleEventConverter.fromProto to convert proto events to T-types
- Use UnaffiliatedHeroConverter.fromProto for unaffiliated hero updates
- Add newChronicleEntry field to ActionResultT/ActionResultC
- Update BUILD.bazel dependencies and visibility for chronicle_entry, unaffiliated_hero, quest

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2025-12-05 17:03:04 -08:00
958104b238 Upgrade to Unity 6.3 (6000.3.0f1) (#4629)
Unity 6.3 adds HTTP/2 support on Windows, Mac, Linux, and Android,
which may allow us to remove the YetAnotherHttpHandler dependency
in a future PR.

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2025-12-05 09:27:09 -08:00
95e1d80e78 Convert PerformReconResolutionAction to TRandomSequentialResultsAction (#4628)
- Change base class from RandomSequentialResultsAction to TRandomSequentialResultsAction
- Replace proto ActionResult with ActionResultC
- Replace proto ChangedProvince/ChangedFaction/ClientTextVisibilityExtension with T-based equivalents
- Update test to use T-based types
- Update DEPROTO_PLAN.md: 5/10 actions now converted

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2025-12-05 08:54:25 -08:00
0dce9f47b0 Phase 5b: Convert more RandomSequentialResultsAction subclasses to TRandomSequentialResultsAction (#4627)
* Add Phase 8: Create Scala-Native Sequencer to deproto plan

Documents the future goal of creating a ScalaOnlySequencer that operates
entirely on Scala GameState, eliminating per-callback proto conversions.

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* Convert PerformUnaffiliatedHeroesAction and PerformProvinceMoveResolutionAction to TRandomSequentialResultsAction

- PerformUnaffiliatedHeroesAction: Was already mostly T-based internally,
  now extends TRandomSequentialResultsAction and uses RandomStateTSequencer
- PerformProvinceMoveResolutionAction: Uses T-based sub-actions
  (FriendlyMoveAction, ShipmentArrivedAction), converted to use
  ActionResultTApplier and ActionResultTWithResultingState
- Updated BUILD.bazel dependencies for both actions
- Updated DEPROTO_PLAN.md with progress (4/10 actions converted)

Phase 5b progress: 4/10 RandomSequentialResultsAction subclasses converted.
Remaining 6 actions blocked on CommandFactory or direct proto construction.

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 06:58:39 -08:00
6e788f4388 Add TRandomSequentialResultsAction base class (Phase 5b) (#4626)
* Add TRandomSequentialResultsAction and convert first two actions

- Create TRandomSequentialResultsAction base class for actions that:
  - Take Scala GameState as constructor parameter
  - Extend Action trait (provides execute())
  - Use ActionResultTApplier for applying results
  - Use RandomStateTSequencer for sequencing operations

- Convert EndVassalCommandsPhaseAction to TRandomSequentialResultsAction
- Convert TruceTurnBackPhaseAction to TRandomSequentialResultsAction

Both converted actions now return ActionResultT instead of proto ActionResult,
eliminating proto usage in their result construction.

Part of Phase 5b: deleting RandomSequentialResultsAction base class.
8 more actions remain to be converted.

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* Sort BUILD.bazel deps alphabetically

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---------

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2025-12-04 14:02:41 -08:00
90d0918233 Fix headshot fetching: only send auth header to eagle0.net (#4625)
The Authorization header was being sent to S3 signed URLs after redirect,
causing HTTP 400 errors. Now the auth header is only added to requests
going to eagle0.net hosts.

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2025-12-04 07:10:05 -08:00
e6038927f1 Convert RandomSequentialResultsAction subclasses to Scala GameState (#4624)
* Convert EndVassalCommandsPhaseAction to use Scala GameState

- Change constructor to take Scala GameState instead of proto
- Pass GameStateConverter.toProto() to parent RandomSequentialResultsAction
- Use ActionResultC with EndVassalCommandsPhaseResultType for final result
- Handle notifications with Scala types (withDeferred for delivery)
- Update RoundPhaseAdvancer to convert proto to Scala GameState
- Add required BUILD.bazel dependencies

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* Convert EndHandleRiotsPhaseAction to use Scala GameState

- Change constructor to take Scala GameState instead of proto
- Pass GameStateConverter.toProto(gameState) to parent class
- Use withActionResultT with ActionResultC for endPhaseResult
- Update RoundPhaseAdvancer to convert proto to Scala GameState
- Add generated_text_request dependency to BUILD.bazel
- Update test to pass converted Scala GameState

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* Convert more RandomSequentialResultsAction subclasses to Scala GameState

- PerformProvinceMoveResolutionAction: takes Scala GameState, converts to proto internally
- PerformProvinceEventsAction: takes Scala GameState, converts to proto internally
- TruceTurnBackPhaseAction: takes Scala GameState, uses RandomStateProtoSequencer with initialState
- PerformVassalCommandsPhaseAction: takes Scala GameState, uses gameStateProto for internal proto operations

Updated RoundPhaseAdvancer to convert proto to Scala GameState for each action.
Fixed tests to use GameStateConverter.fromProto().

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* Convert PerformVassalDefenseDecisionsAction to Scala GameState

Also updates related tests to use GameStateConverter.fromProto() where needed.

Note: PerformProvinceEventsActionTest has 10 failing tests that need
their expectations updated to account for complete beast data.

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* Convert NewRoundAction and PerformReconResolutionAction to Scala GameState

Continue the deproto conversion of RandomSequentialResultsAction subclasses:
- Convert PerformReconResolutionAction to use Scala GameState
- Convert NewRoundAction to use Scala GameState
- Fix test fixtures to provide required fields for proto-to-Scala conversion

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---------

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2025-12-04 07:08:38 -08:00
acad796662 Document Shardok resync mechanism and unused request_full_resync field (#4623)
The request_full_resync field exists in eagle.proto but is not read by the server.
The actual resync mechanism uses filteredResultCount = 0 instead.

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2025-12-03 20:45:58 -08:00
83c4ac7d38 Request resync instead of crashing on missing Shardok results (#4622)
* Request resync instead of crashing on missing Shardok results

When HandleUpdates detects missing results (expected > existing + new),
likely due to dropped packets on bad network, request a full resync
instead of throwing an exception.

Changes:
- ShardokGameModel.HandleUpdates now returns bool (true=ok, false=need resync)
- EagleGameModel marks game for resync and clears history on mismatch
- CustomBattleHandler clears history and continues on mismatch

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* Add missing UnityEngine using statement for Debug.Log

Fixes build error: error CS0103: The name 'Debug' does not exist in the current context

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---------

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2025-12-03 20:45:41 -08:00
7db07dc371 Reduce headshot fetch timeout and retry delays (#4621)
- Add 10-second timeout (was 100s default) - fail fast on bad network
- Reduce retry delays from [1s, 2s, 4s, 8s, 16s] to [500ms, 1s, 2s, 3s, 5s]
- Total retry delay reduced from 31s to 11.5s per hop

On bad networks, this should significantly improve responsiveness by
failing fast and retrying sooner rather than waiting for long timeouts.

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2025-12-03 20:35:32 -08:00
f1b843873a Change ResourceFetcher logging from Warning to Log (#4620)
Debug.LogWarning shows as popups in Unity which is too intrusive for
routine retry messages. Use Debug.Log instead for informational
messages about network retries.

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2025-12-03 20:27:50 -08:00
e8aefbb6ee Refactor headshot fetch to follow redirects transparently (#4618)
- Replace two-phase fetch with generic hop-following loop
- Each hop (whether redirect or content) gets its own 5 retry attempts
- Works regardless of backend implementation:
  - Direct content response: works
  - Single redirect: works
  - Multiple redirects: works (up to 5 hops)
- Remove unused _httpClient field
- Add MaxRedirectHops constant (5) to prevent infinite redirect loops

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2025-12-03 20:16:55 -08:00
1c51cc080f Handle missing battle gracefully in MakeGameModel (#4617)
- Use FirstOrDefault instead of First to avoid InvalidOperationException
- Return null and skip processing if battle was already removed
- Remove model from ShardokGameModels when:
  - Battle not found (can't create model)
  - Game state transitions out of Running/SetUp (battle ended)
- This ensures the UI properly reflects that the battle is over

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2025-12-03 20:14:11 -08:00
3946f2eb2d Split headshot fetch into two phases with independent retries (#4616)
- Disable auto-redirect and manually handle the eagle0.net -> signed URL redirect
- Each phase (redirect + image fetch) gets its own 5 retry attempts
- If phase 1 succeeds, we don't waste it when phase 2 fails
- Increase retry count from 3 to 5 with delays: 1s, 2s, 4s, 8s, 16s
- Add catch blocks for WebException and IOException (covers "Remote prematurely closed connection")

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2025-12-03 19:59:53 -08:00
49bbdb1d2c Delete unused DeterministicSingleResultAction base class (#4614)
All actions that previously extended DeterministicSingleResultAction have
been converted to ProtolessSimpleAction. The base class is no longer used.

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2025-12-03 19:28:20 -08:00
bbdc30a4af Add retry logic with exponential backoff for headshot fetching (#4615)
- Add 3 retry attempts with 1s, 2s, 4s exponential backoff delays
- Check HTTP status codes before processing responses
- Handle HttpRequestException, TaskCanceledException, and unexpected exceptions
- Track failed paths and retry them every 30 seconds via Timer
- Skip 4xx client errors (except 408/429) since retrying won't help
- Fix Prefetch to skip empty paths and avoid duplicate fetches

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2025-12-03 19:27:15 -08:00
19f5cf9e89 Complete DeterministicSingleResultAction deproto conversions (#4611)
Convert the final 3 DeterministicSingleResultAction classes to ProtolessSimpleAction:
- PerformFoodConsumptionPhaseAction
- PerformHostileArmySetupAction
- NewYearAction

All actions now use Scala GameState internally and return ActionResultT.
RoundPhaseAdvancer updated to convert via GameStateConverter at boundaries.

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2025-12-03 19:09:37 -08:00
9033571110 Fix outlawed defenders being incorrectly marked as captured (#4613)
When an attacker wins an assault province battle, outlawed defenders
were being added to both unaffiliatedHeroes (as outlaws) AND to
capturedDefenderIds (as prisoners). This caused a validation error
because the same hero appeared in multiple province hero lists.

The fix filters outlawed defenders from notFledDefenders, matching
the existing behavior for attackers (line 368). Semantically, an
outlawed hero deserted during battle and is not present to be captured.

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2025-12-03 17:37:28 -08:00
e9e557f8f6 Add early warning logs for idle connection detection (#4612)
Logs warnings at 10s and 20s thresholds before the 30s idle timeout
triggers. This helps diagnose whether connection issues are gradual
slowdowns or sudden drops during testing.

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2025-12-03 09:51:26 -08:00
b32d252df3 Allow clicking Free Heroes panel to select hero in RecruitHeroesCommand (#4610)
* Allow clicking Free Heroes panel to select hero in RecruitHeroesCommand

## Summary
Enable clicking on recruitable heroes in the Free Heroes panel to directly
select them, eliminating the need to cycle through heroes using the "Next Hero"
button.

## Problem
RecruitHeroesCommandSelector was the only command selector with hero selection
that didn't support clicking heroes in the Free Heroes panel. Users had to:
- Click "Next Hero" button repeatedly to cycle through all available heroes
- No way to directly select a specific hero they wanted to recruit
- Inconsistent UX compared to other command selectors

## Solution
Implement the missing `AddTargetedHero()` method following the same pattern
used by all other command selectors (ManagePrisonersCommand, ImproveCommand,
DiplomacyCommand, etc.).

## Changes

### RecruitHeroesCommandSelector.cs
Added `AddTargetedHero(HeroId heroId)` override:
- Finds the hero in `RecruitHeroesCommand.AvailableHeroes` list
- Sets `_selectedHeroIndex` to that hero's index
- Calls `DisplayHero()` to update UI with hero details and backstory

Existing methods already supported Free Heroes integration:
-  `HeroIsTargetable()` - marks recruitable heroes as selectable
-  `TargetedHeroIds` - marks currently selected hero

## Behavior

**Before:**
- Recruitable heroes appeared in Free Heroes panel but weren't highlighted
- No indication which heroes were selectable
- Must use "Next Hero" button to cycle through sequentially
- Many clicks needed to find a specific hero

**After:**
- All recruitable heroes highlighted as selectable in Free Heroes panel
- Currently selected hero highlighted as selected
- Click any recruitable hero to instantly select them
- Hero details and backstory update immediately
- "Next Hero" button still works for sequential navigation

## User Experience
This completes the Free Heroes panel integration across ALL command selectors:
-  Consistent interaction pattern everywhere
-  Visual feedback about which heroes can be recruited
-  Faster selection - click the hero you want
-  Fewer clicks needed to recruit specific heroes

## Testing
Manual testing scenarios:
1. Select province with multiple recruitable heroes
2. Click RecruitHeroes command
3. Verify heroes appear highlighted in Free Heroes panel
4. Click different heroes, verify UI updates instantly
5. Verify backstory text updates correctly
6. Verify "Next Hero" button still works
7. Test with single recruitable hero (no "Next Hero" button)

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* Add null safety check to HeroIsTargetable in RecruitHeroesCommandSelector

## Fix
Add null check before accessing _availableCommand.RecruitHeroesCommand to
prevent NullReferenceException when HeroIsTargetable() is called before
the command selector is fully initialized.

## Issue
HeroIsTargetable() is called by FreeHeroesTableController during table setup,
which can happen before _availableCommand is set. Without null checking:
- Throws NullReferenceException
- Prevents Free Heroes table from rendering
- Breaks the UI when switching commands

## Solution
Follow the same pattern used in ManagePrisonersCommandSelector (PR #4609):
- Check if _availableCommand is null
- Check if _availableCommand.RecruitHeroesCommand is null
- Return false instead of crashing
- Allow graceful handling when command data isn't ready yet

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:50:35 -08:00
d4723db2d1 Allow clicking Free Heroes panel to select prisoner in ManagePrisonersCommand (#4609)
* Allow clicking Free Heroes panel to select prisoner in ManagePrisonersCommand

## Changes
Enable clicking on a hero in the Free Heroes panel to directly select that
hero in the ManagePrisonersCommand selector, eliminating the need to cycle
through prisoners using the "Next Hero" button.

## Implementation
- Override `HeroIsTargetable()` to return true for any hero in the prisoners list
- Override `AddTargetedHero()` to find the prisoner by heroId and update `_selectedHeroIndex`
- Override `TargetedHeroIds` to return the currently selected hero's ID
- Call `DisplaySelectedHero()` after selection to update UI

## Behavior
**Before:**
- User must click "Next Hero" button to cycle through prisoners
- No visual indication in Free Heroes panel

**After:**
- Prisoners in Free Heroes panel are highlighted as selectable
- Currently selected prisoner is highlighted as selected
- Clicking any prisoner directly selects them in ManagePrisonersCommand
- UI immediately updates to show selected prisoner's details and options

## User Experience
This follows the existing pattern used by other command selectors
(ImproveCommand, DiplomacyCommand, etc.) where clicking a hero in the Free
Heroes panel selects that hero for the active command.

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* Fix prisoner selection in Free Heroes panel

## Bug Fix
Prisoners in the Free Heroes panel were always grayed out and unclickable
because the Free Heroes table wasn't being updated after the command
selector was set.

## Root Causes
1. **Null reference**: HeroIsTargetable() was called before _availableCommand
   was initialized, causing it to crash or return false
2. **Missing update**: After SetAvailableCommandAndSelector(), the Free Heroes
   table wasn't notified to refresh its row selections

## Changes

### ManagePrisonersCommandSelector.cs
- Add null check in HeroIsTargetable() to handle early calls before
  _availableCommand is set
- Return false instead of crashing when command data isn't ready yet

### EagleGameController.cs
- Add freeHeroesTableController.UpdateUnaffiliatedHeroSelections() call
  after setting command selector
- This refreshes the Free Heroes table to show correct selectable/selected
  states for the new command

## How It Works Now
1. User selects ManagePrisonersCommand
2. Command selector is set up with prisoner data
3. **NEW**: Free Heroes table is notified to update
4. Table calls HeroIsTargetable() for each hero
5. **NEW**: Returns true for prisoners (with null check)
6. Prisoner rows become highlighted as selectable
7. Clicking a prisoner calls AddTargetedHero()
8. Selected prisoner's index is updated
9. UI refreshes to show that prisoner's details

## Result
 Prisoners appear as selectable (highlighted) in Free Heroes panel
 Currently selected prisoner appears as selected
 Clicking any prisoner immediately selects them
 ManagePrisonersCommand UI updates instantly

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Co-Authored-By: Claude <noreply@anthropic.com>

* Make UpdateUnaffiliatedHeroSelections public

Fix compilation error: UpdateUnaffiliatedHeroSelections() was private but
called from EagleGameController. Making it public allows the game controller
to refresh hero selection states when the command selector changes.

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:24:26 -08:00
7ce3cca731 Phase 4: Implement Shardok state resync mechanism (#4608)
* Phase 4: Implement Shardok state resync mechanism

## Summary
Add full state resync mechanism for Shardok games to prevent state inconsistencies after connection drops. When a connection is lost during Shardok gameplay, the client may have partially processed updates leading to desynced state. This change ensures full state consistency on reconnect.

## Changes

### 1. Protocol Extension
- **eagle.proto**: Add `request_full_resync` field to `ShardokViewStatus` message
- Allows client to request full state instead of delta updates

### 2. Client-Side Tracking
- **IClientConnectionSubscriber.cs**: Add `requestFullResync` field to struct
- **EagleGameModel.cs**:
  - Add `_shardokNeedsResync` dictionary to track games requiring resync
  - Add `MarkShardokForResync()` to flag individual games
  - Add `MarkAllShardokForResync()` to flag all active games (on disconnect)
  - Add `ClearShardokResyncFlag()` to clear flag after successful update
  - Update `ShardokViewStatuses` property to set `requestFullResync` flag and `filteredResultCount = 0` when resync needed

### 3. Connection Integration
- **PersistentClientConnection.cs**:
  - Add `MarkAllShardokGamesForResync()` helper method
  - Call on disconnect in both RpcException and ObjectDisposedException handlers
  - Update `StreamGameRequest` building to include `RequestFullResync` field

### 4. Auto-Clear on Success
- **EagleGameModel.cs**: Clear resync flag after successfully receiving and processing Shardok updates

## Behavior

**On Connection Drop:**
1. All active Shardok games are marked for resync
2. Client logs: `[RESYNC] Marked Shardok game {id} for full state resync`

**On Reconnect:**
1. Client sends `StreamGameRequest` with `request_full_resync = true` and `filtered_result_count = 0`
2. Server sends full current state instead of delta
3. Client processes full state update
4. Resync flag is cleared
5. Client logs: `[RESYNC] Cleared resync flag for Shardok game {id}`

**Subsequent Updates:**
- Normal delta updates resume with correct result counts
- State guaranteed to be consistent with server

## Testing
- Manual: Force disconnect during Shardok combat, verify state consistency after reconnect
- Manual: Multiple simultaneous Shardok games, verify all marked for resync
- Manual: Check logs for [RESYNC] messages during disconnect/reconnect cycles

## Related
- Implements Priority 2.1 from connection resilience plan (docs/CONNECTION_ARCHITECTURE.md)
- Complements Phase 2 exponential backoff and Phase 3 circuit breaker
- Addresses risk of state corruption from partial delta updates

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Co-Authored-By: Claude <noreply@anthropic.com>

* CRITICAL FIX: Clear resync flag immediately after sending request

## Bug
Units were randomly moving around during Shardok placement because:
1. Resync flag was only cleared AFTER receiving server response
2. Multiple StreamGameRequests sent BEFORE first response arrived
3. Each request sent filtered_result_count=0 with resync=true
4. Server sent full state multiple times
5. Client replayed all placement actions repeatedly

## Root Cause
The `ShardokViewStatuses` property is called every time a `StreamGameRequest`
is built. If the resync flag is set, EVERY request sends filtered_result_count=0
until a response clears the flag. This creates a window where multiple requests
can ask for full state.

## Fix
Clear resync flags immediately AFTER building the request, BEFORE sending it.
This ensures only the FIRST request after disconnect has resync=true.

Sequence now:
1. Disconnect → mark games for resync
2. First StreamGameRequest reads flags → builds request with resync=true
3. **Immediately clear flags** ← THE FIX
4. Send request
5. Subsequent requests have resync=false (flags already cleared)
6. Server only sends full state once

## Changes
- PersistentClientConnection.StreamOneGame(): Clear resync flags after reading
  but before sending request
- Keep defensive clear in EagleGameModel.ReceiveGameUpdate() as safety net

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Co-Authored-By: Claude <noreply@anthropic.com>

* Address Copilot review: Thread safety and code style improvements

## Changes

### 1. Thread Safety Fix (Critical)
**Issue**: _shardokNeedsResync dictionary accessed from multiple threads:
- Connection thread marks games for resync on disconnect
- Unity main thread reads/clears flags when building requests
- No synchronization → race conditions and potential exceptions

**Fix**: Replace Dictionary<string, bool> with ConcurrentDictionary<string, bool>
- Thread-safe for concurrent reads and writes
- Use TryRemove() instead of Remove() for atomic removal
- Add comment documenting thread-safety requirement

### 2. Code Style Improvements
**Issue**: Implicit filtering in foreach loops (Copilot warnings)

**Fixes**:
- Use `.Where(s => s.requestFullResync)` to explicitly filter resync statuses
- Use `.OfType<GameModelUpdater>()` instead of foreach with type checking
- Both changes improve readability and make intent explicit

### 3. Timing Clarification
**Copilot concern**: Clearing resync flag before request is sent/confirmed

**Resolution**: Current implementation is correct
- Flag cleared after reading but before sending ensures only ONE request has resync=true
- If send fails, connection drops again → MarkAllShardokForResync() called again
- Added comment explaining this reasoning to prevent future confusion

## Testing
- No functional changes, only thread safety and style improvements
- Existing behavior preserved: flag clearing still prevents duplicate resync requests
- ConcurrentDictionary is drop-in replacement for Dictionary in this use case

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:03:14 -08:00
24d21d402d Deproto PerformUnaffiliatedHeroesAction (#4606)
* Convert PerformUnaffiliatedHeroesAction to accept Scala GameState

This is part of the Phase 5 deproto plan. Changes:
- PerformUnaffiliatedHeroesAction now accepts Scala GameState instead of proto
- Internally converts to proto for legacy utilities and base class
- Updated RoundPhaseAdvancer to convert proto to Scala before calling
- Updated tests to use GameStateConverter and add currentPhase to test fixtures

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use Scala types internally in PerformUnaffiliatedHeroesAction

- Add hasBlizzard method to ProvinceUtils that takes ProvinceT
- Add closestNeighborToFaction overload to ProvinceDistances for Scala Map
- Refactor PerformUnaffiliatedHeroesAction to use Scala provinces/factions
  internally rather than converting from proto for each operation
- Update test to use Scala types directly for blizzard event fixture

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Complete deproto of PerformUnaffiliatedHeroesAction internal logic

- Use Scala types (ActionResultT, ChangedHeroC, ChangedProvinceC, UnaffiliatedHeroT)
  internally throughout the action
- Add ChangedHeroConverter.fromProto for boundary conversion
- Replace proto .update() with Scala .copy()
- Only remaining proto usage is at boundaries:
  - RandomSequentialResultsAction base class returns ActionResultProto
  - UnaffiliatedHeroMovedAction still uses proto (requires separate deproto)
- All 10 tests pass

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Inline UnaffiliatedHeroMovedAction and use Scala-typed utilities

- Replace LegacyUnaffiliatedHeroUtils with UnaffiliatedHeroUtils (Scala types)
- Add heroMovedResult method using Scala types instead of proto-based
  UnaffiliatedHeroMovedAction
- Remove unused proto converter deps (changed_hero_converter,
  notification_converter, unaffiliated_hero_converter)
- Add notification_concrete and free_hero_move_vigor_cost deps

Remaining proto deps are structural (RandomSequentialResultsAction,
RandomStateProtoSequencer) and would require architectural changes to remove.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix HasQuest comparison - use pattern matching instead of companion object

The comparison `recruitmentInfo == RecruitmentInfo.HasQuest` always
returned false because HasQuest is a case class and we were comparing
an instance like HasQuest(quest) to the companion object.

Use pattern matching to correctly check if recruitmentInfo is an
instance of HasQuest, preserving the quest data.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Remove unnecessary asInstanceOf and isInstanceOf usage

- Use explicit Vector[ActionResultT] type parameter instead of asInstanceOf cast
- Use collectFirst pattern match instead of isInstanceOf in hasBlizzard

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Refactor newRecruitmentInfo to use tuple pattern matching

Replace cascading if-else chain with cleaner tuple match on
(isFactionLeader, unaffiliatedHeroType, recruitmentInfo) with guards
for odds-based conditions.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 06:49:10 -08:00
e9fb1c5a87 Phase 3: Consolidate heartbeat and add circuit breaker pattern (#4607)
## Changes

### 1. Heartbeat Consolidation
- Remove redundant application-level heartbeat (10s timer)
- Rely on HTTP/2 PING keepalive (15s interval) for connection health
- Add idle timeout detection (30s = 2x keepalive interval)
- Detect stale connections when no messages received for >30s

### 2. Circuit Breaker Pattern
- New `ConnectionCircuitBreaker.cs` with three states:
  - Closed: Normal operation, allowing connections
  - Open: Too many failures (≥5), blocking connection attempts
  - HalfOpen: Testing if service recovered after 60s timeout
- Prevents cascading failures during server outages
- Structured logging with [CIRCUIT] prefix for state transitions
- Thread-safe state management with locking

### 3. Integration
- `PersistentClientConnection`: Check circuit breaker before connect attempts
- Record success/failure to update circuit breaker state
- New log event: "connect_blocked" when circuit prevents attempt

### 4. UI Enhancement
- `ConnectionStatusUI`: Display circuit breaker state with priority
  - Open: "Server down. Retry in Xs" with countdown
  - HalfOpen: "Testing connection..."
  - Closed: Normal connection status display

## Technical Details
- Removed: `HeartbeatTimerSeconds`, `_timer`, `SetUpTimer()`, `SendHeartbeatRequest()`, `TimerFired()`
- Added: `MaxIdleSeconds=30.0`, `_idleCheckTimer`, idle timeout monitoring
- Circuit breaker constants: FailureThreshold=5, OpenTimeoutSeconds=60, SuccessResetThreshold=3

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-02 07:20:16 -08:00
b8b7d3a980 Phase 2: Add exponential backoff, state resync logging, and connection health UI (#4603)
* Phase 2: Add exponential backoff, state resync logging, and connection health UI

Implements Priority 2 (State Consistency & Recovery) from the connection resilience plan.

## Changes

### 1. Exponential Backoff for Reconnection (`PersistentClientConnection.cs`)

Replaced fixed-delay and immediate reconnection with intelligent exponential backoff.

**Implementation:**
- `_consecutiveFailures`: Tracks sequential connection failures
- `GetBackoffSeconds()`: Calculates backoff with exponential growth
- `ScheduleReconnect()`: Unified retry scheduler for all disconnect scenarios

**Backoff Sequence:**
```
Attempt 1: 2.0s delay
Attempt 2: 4.0s delay
Attempt 3: 8.0s delay
Attempt 4: 16.0s delay
Attempt 5+: 32.0s delay (capped)
```

**Applied to all disconnect scenarios:**
- `Cancelled`: Now uses backoff (was immediate retry)
- `Internal`: Now uses backoff (was immediate retry)
- `DeadlineExceeded`: Now uses backoff (was immediate retry)
- `Unavailable`: Now uses backoff (was fixed 5s retry)
- `ObjectDisposed`: Now uses backoff (was immediate retry)
- `Unknown`: Now uses backoff (was no retry)

**Benefits:**
- Reduces server load during outages (no immediate retry storm)
- Prevents client-side reconnection thrashing
- Progressive backoff gives transient issues time to resolve
- Resets to 2s on successful connection

**Logging:**
```
[CONNECTION] ... event=schedule_reconnect details="Unavailable, backoff=4.0s, attempt=2"
```

### 2. State Resync Logging (`EagleGameModel.cs`)

Added structured logging for state resynchronization events.

**Note:** State resync mechanism was already fully implemented in the protocol!
- Protocol field: `GameUpdate.starting_state` (eagle.proto line 151)
- Client handling: `HandleStartingState()` fully functional since original implementation
- This PR only adds observability

**New Logging:**
```
[STATE_RESYNC] timestamp=YYYY-MM-DD HH:mm:ss.fff round=<n> actions=<count> factions=<count>
```

Logs when server sends full state snapshot after reconnection, allowing diagnosis of:
- How often resyncs occur
- Game state at resync time (round, action count)
- Whether resync is triggered appropriately

### 3. Connection Health Monitoring (`ConnectionStatusUI.cs`)

NEW FILE: Simple Unity UI component for visual connection status display.

**Features:**
- Real-time connection state display
- Countdown timer during reconnection backoff
- Color-coded status indicator
- Low-overhead polling (0.5s update interval)

**Connection States:**
- `Connected`: Green indicator, normal operation
- `Connecting`: Yellow indicator, initial connection
- `Reconnecting`: Orange indicator with countdown "Retry in Xs"
- `Disconnected`: Red indicator, connection lost

**Usage:**
```csharp
// Attach ConnectionStatusUI to a TextMeshProUGUI GameObject
var statusUI = gameObject.AddComponent<ConnectionStatusUI>();
statusUI.SetConnection(persistentConnection);
```

**Display Examples:**
```
● Connected                    (green)
● Connecting...                (yellow)
● Retry in 8s                  (orange)
● Disconnected                 (red)
```

**Implementation Details:**
- `ConnectionState` enum: Tracks current connection phase
- `NextReconnectAttempt`: DateTime for countdown calculation
- `CurrentState` property: Public accessor for UI monitoring
- Non-intrusive: Updates via polling, no event subscriptions

### 4. Connection State Tracking (`PersistentClientConnection.cs`)

Added public API for connection health monitoring:

**New Public API:**
```csharp
public enum ConnectionState { Disconnected, Connecting, Connected, Reconnecting }
public ConnectionState CurrentState { get; }
public DateTime? NextReconnectAttempt { get; }
```

**State Transitions:**
- `Disconnected` → `Connecting`: Initial connection or first reconnect
- `Connecting` → `Connected`: Connection established
- `Connected` → `Reconnecting`: Connection lost, scheduling retry
- `Reconnecting` → `Connecting`: Retry timer fired, attempting connection
- `Connecting` → `Reconnecting`: Connection failed, scheduling next retry

## Testing Strategy

### Exponential Backoff Verification

**Monitor logs for backoff progression:**
```bash
grep 'schedule_reconnect' logfile.txt
```

Expected output:
```
... event=schedule_reconnect details="Unavailable, backoff=2.0s, attempt=1"
... event=schedule_reconnect details="Unavailable, backoff=4.0s, attempt=2"
... event=schedule_reconnect details="Unavailable, backoff=8.0s, attempt=3"
```

**Test scenarios:**
1. Kill server during active session → observe progressive backoff
2. Successful reconnect → verify backoff resets to 2s on next failure
3. Server unavailable for 2+ minutes → verify cap at 32s

### State Resync Logging

**Trigger resync:**
1. Start game and play several rounds
2. Kill client (not server) to lose connection
3. Restart client and reconnect
4. Check logs for `[STATE_RESYNC]` event

**Verify:**
- Round number matches current game state
- Action count is non-zero and reasonable
- Faction count matches game setup

### Connection Status UI

**Manual testing:**
1. Add ConnectionStatusUI component to Unity scene
2. Observe status during: connection, gameplay, disconnect, reconnect
3. Verify countdown timer accuracy during backoff
4. Confirm color coding matches connection state

## Success Criteria

-  Exponential backoff applied to all reconnection scenarios
-  Backoff resets to 2s on successful connection
-  State resync events logged with game state details
-  Connection status UI displays current state accurately
-  Retry countdown shows correct time remaining
-  No performance degradation from status polling

## Known Limitations

**Not addressed in this PR:**
-  Server-side state tracking (not needed - protocol already handles this!)
-  Circuit breaker pattern (Priority 3)
-  Server-side metrics (Priority 3)
-  Adaptive parameters (Priority 4)

**State Resync Note:**
The protocol already has full state resync support via `GameUpdate.starting_state`. The server decides when to send a full snapshot (typically after reconnection). This PR only adds logging for observability - no protocol or logic changes were needed.

## Rollback Plan

If issues arise:
1. Revert exponential backoff: Replace `ScheduleReconnect()` calls with `Task.Run(() => Connect())`
2. Remove state resync logging if it impacts performance (unlikely)
3. Disable ConnectionStatusUI component via Unity inspector
4. All changes are backward compatible and independently revertible

## Related Documentation

- Connection Architecture Analysis: `docs/CONNECTION_ARCHITECTURE.md`
- Implementation Plan (Priority 2): PR #4599
- Phase 1 (Diagnostics): PR #4601

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix GameStateView field names for state resync logging

Corrected field names to match actual protobuf definition:
- RoundId → CurrentRoundId
- ActionCount → removed (not present in GameStateView)
- ActiveFactions → Factions
- Added Heroes.Count for additional context

Fixes Unity build error:
CS1061: 'GameStateView' does not contain a definition for 'RoundId'/'ActionCount'/'ActiveFactions'

* Add Unity metadata files for new C# files

Unity auto-generated files:
- Assembly-CSharp.csproj: Updated to include ConnectionStatusUI.cs
- .meta files: Unity asset metadata for ConnectionStatusUI and prisoner notifications

* Integrate ConnectionStatusUI into EagleGameController

Wire up the ConnectionStatusUI component to display connection status in the game UI.

Implementation:
- Added ConnectionStatusUI component to connectionStatusLabel
- Initializes once when PersistentClientConnection is available
- Accesses connection through errorHandler.PersistentClientConnection
- Only initializes once using _connectionStatusUIInitialized flag

The status UI will now automatically display:
- ● Connected (green)
- ● Connecting... (yellow)
- ● Retry in Xs (orange) during backoff
- ● Disconnected (red)

* Use GetComponent instead of AddComponent for ConnectionStatusUI

Changed to use GetComponent to find the existing ConnectionStatusUI component
that was already added in the Unity editor, rather than creating it in code.

This follows proper Unity patterns: configure components in the editor, wire
them up in code.

* Add ConnectionStatusUI support to Shardok canvas

Integrated connection status display into the Shardok battle UI.

Changes to ShardokGameController.cs:
- Added connectionStatusLabel field for TextMeshProUGUI
- Added _connectionStatusUIInitialized flag
- Added SetConnection() method to wire up ConnectionStatusUI component

Changes to EagleGameController.cs:
- Call SetConnection() when activating Shardok canvas
- Passes PersistentClientConnection from errorHandler

Both Eagle and Shardok canvases now display real-time connection status.

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 22:02:40 -08:00
e503a8af9d Fix fresh client connection by starting from state after first action (#4605)
When unfilteredCount == 0 (fresh client), start from position 1 instead
of 0 to avoid diffing against the invalid initial state which has
UNKNOWN_PHASE. Send stateAfter(1) as the starting state to the client
and filter results from position 1 onwards.

This replaces the previous fix (#4604) which used an empty GameStateProto
but still caused issues when GameStateViewDiffer tried to diff against it.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:56:10 -08:00
9c4f46b6ca Refactor PerformUnaffiliatedHeroesAction to batch HERO_CHANGED results (#4602)
Instead of emitting one ActionResult per hero, batch all status changes
into a single HERO_CHANGED ActionResult per round. This significantly
reduces the number of actions in game history.

Changes:
- Add BatchedHeroChanges and HeroProcessingResult helper classes
- Refactor prisonerChanges, residentChanges, travelerChanges, outlawChanges
  to return HeroProcessingResult instead of calling UnaffiliatedHeroesChangedAction
- Remove UnaffiliatedHeroesChangedAction (now unused)
- Add tests for batching behavior, resident→traveler, and traveler→resident transitions

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:40:22 -08:00
da453bb353 Fix fresh client connection by using empty state for filtering (#4604)
When unfilteredCountBefore is 0 (fresh client), use an empty GameStateProto
for filtering action results instead of calling stateAfter(0), which returns
an invalid state with UNKNOWN_PHASE.

This allows fresh clients to receive the full history of action results
from an empty starting state, letting the diffs build up the complete
game state.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:25:02 -08:00
618cd18f44 Phase 1: Add connection diagnostics and improve NAT traversal (#4601)
Implements Priority 1 (Critical Fixes & Diagnostics) from the connection resilience plan.

## Changes

### Comprehensive Connection Logging (PersistentClientConnection.cs)

Added structured logging to track complete connection lifecycle:

**New metrics tracked:**
- `_lastConnectAttempt`: Timestamp of last connection attempt
- `_lastSuccessfulConnect`: Timestamp of last successful connection
- `_lastDisconnect`: Timestamp of last disconnection
- `_lastDisconnectReason`: StatusCode of last disconnect (if from RpcException)

**New helper methods:**
- `GetTotalShardokGames()`: Counts active Shardok games across all subscribers
- `LogConnectionEvent()`: Structured logging with key-value pairs for easy parsing

**Structured log format:**
```
[CONNECTION] timestamp=YYYY-MM-DD HH:mm:ss.fff event=<event_type> shardok_games=<count> status=<StatusCode> details="<details>" seconds_since_connect=<seconds>
```

**Events logged:**
- `connect_attempt`: When Connect() is called
- `connect_success`: When connection is established and streaming thread started
- `connect_failed`: When connection setup fails with exception type
- `disconnect_explicit`: When Disconnect() is explicitly called
- `disconnect`: When connection drops with StatusCode (Cancelled, Internal, DeadlineExceeded, Unavailable, ObjectDisposed, Unknown)

**Key insights this enables:**
- Correlate disconnections with Shardok gameplay (shardok_games counter)
- Measure connection lifetime (seconds_since_connect)
- Identify disconnect patterns by StatusCode
- Track connection stability over time

### HTTP/2 Keepalive Reduction (EagleConnection.cs)

Reduced HTTP/2 keepalive interval from 45s to 15s for better NAT/firewall traversal.

**Rationale:**
- Typical NAT/firewall timeout: 60-120 seconds
- Previous 45s keepalive was insufficient to prevent timeouts
- 15s keepalive provides 4x safety margin below 60s timeout
- Minimal bandwidth overhead (~4 bytes every 15s)

**Expected impact:**
- Prevents connection drops during idle periods (e.g., thinking during Shardok battles)
- Maintains connection through home routers and ISP NAT devices
- Should significantly reduce ~2-minute disconnection issues

## Testing Strategy

**Logging verification:**
- Monitor ConnectionLogger output for structured [CONNECTION] events
- Verify all event types appear in appropriate scenarios
- Confirm shardok_games counter tracks active battles

**Keepalive verification:**
- Test connection stability during 5+ minute Shardok battles
- Monitor network traffic to confirm 15s PING intervals
- Verify no disconnections during idle periods with remote players

## Success Criteria

- Structured connection logs appear for all lifecycle events
- Shardok game count accurately reflects active battles
- Connection remains stable during 5-minute idle periods
- Disconnect events include clear StatusCode and timing information

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 20:01:04 -08:00
429725c4e1 Add comprehensive connection resilience implementation plan (#4599)
Added detailed multi-week implementation plan to CONNECTION_ARCHITECTURE.md with specific code implementations and prioritized roadmap for improving client-server connection reliability.

## Implementation Plan Overview

**Priority 1 (Week 1):** Critical fixes and diagnostics
- Fix Shardok security vulnerability (remove unauthenticated public access)
- Add comprehensive connection logging with structured metrics
- Reduce HTTP/2 keepalive to 15s for NAT traversal

**Priority 2 (Week 2):** State consistency and recovery
- Implement state resync mechanism with sequence numbers
- Add exponential backoff for reconnection attempts
- Create health monitoring UI for connection status visibility

**Priority 3 (Week 3):** Architecture improvements
- Consolidate heartbeat mechanisms (application-level + HTTP/2)
- Add circuit breaker pattern for cascading failure prevention
- Implement server-side metrics and monitoring

**Priority 4 (Week 4+):** Advanced features
- Adaptive keepalive parameters based on network conditions
- WebSocket fallback for environments with HTTP/2 issues
- Client-side prediction for improved UX during disconnections

## Includes
- Specific code implementations in C#, Scala, nginx, Python
- Complete testing strategy (unit, integration, load, manual)
- Success criteria with quantifiable metrics
- Monitoring & observability recommendations
- Security, performance, and rollback considerations

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 19:24:06 -08:00
54bdefd75c Add Go admin server for Eagle game management (#4600)
* Add Go admin server for Eagle game management

- Add GetRunningGames and GetGameHistory RPC endpoints to eagle.proto
- Implement admin methods in EagleServiceImpl.scala
- Create Go HTTP admin server at src/main/go/net/eagle0/admin_server/
- Add gRPC dependency to go.mod and MODULE.bazel
- Fix Go proto compilation with gazelle-compatible '# keep' directives:
  - api_go_proto uses go_grpc (not go_grpc_v2) to generate message types
  - common_go_proto uses go_proto and excludes shardok_internal_interface_proto
  - admin_server_lib keeps proto dependency that gazelle doesn't detect

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use hex format for game IDs in admin server

- /games endpoint returns game_id in hex format
- /games/{id}/history expects game ID in hex format

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix hex game ID format and restore full game info

- Use unsigned hex format (uint64 cast) to avoid negative values
- Restore all RunningGameInfo fields: current_round, action_count, players, run_status
- Include full player info: faction_id, faction_name, leader_name, is_human, user_name

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix hex game ID parsing for large unsigned values

Use ParseUint instead of ParseInt to handle game IDs that exceed
max signed int64 when represented as unsigned hex.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 19:19:00 -08:00
98baf7ec66 Organize documentation into docs/ folder (#4598)
Create docs/ folder at repo root and move documentation files:
- CONNECTION_ARCHITECTURE.md (new comprehensive connection docs)
- COMMAND_PROTO_USAGE_ANALYSIS.md
- DEPROTO_PLAN.md
- SCALA3_MODERNIZATION.md
- actions-model-usage-analysis.md
- occupants-optimization-report.md
- scala3-reflection-issues.md

CLAUDE.md remains at root (project instructions for Claude Code).

Connection architecture documentation includes:
- gRPC bidirectional streaming protocol details
- Client-side connection management (PersistentClientConnection)
- Server-side implementation (EagleServiceImpl)
- nginx proxy configuration and timeouts
- Timeout settings across all layers (client, nginx, server)
- Eagle ↔ Shardok communication flow

Critical findings:
- 🔴 SECURITY: Shardok internal interface exposed without auth in nginx config
- Mystery "2-minute timeout" doesn't exist in code (all timeouts are 5-20 minutes)
- No state resync mechanism after connection drops during Shardok
- Inefficient dual-layer heartbeat (HTTP/2 + application level)

Hypotheses for remote player connection issues:
- Most likely: NAT/firewall timeout at player's router/ISP (60-120s)
- HTTP/2 keepalive (45s) may not be frequent enough to keep NAT alive
- Shardok's bursty traffic pattern may appear "idle" at transport layer

Recommendations:
1. Fix Shardok internal interface security vulnerability
2. Add precise connection drop logging with timestamps
3. Reduce HTTP/2 keepalive from 45s to 15s
4. Get network diagnostics from affected remote player
5. Implement state resync mechanism for Shardok

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 14:11:51 -08:00
fe4332c107 Fix heartbeat timer not recreating after sending heartbeat (#4597)
The client would fail to detect dead connections because the heartbeat timer was never recreated after sending a heartbeat.

Root cause:
In TimerFired() (lines 666-690), the timer is always disposed when it fires (lines 666-668). If no response has been received for 10-20 seconds, the code sends a heartbeat (line 685) but then returns WITHOUT creating a new timer. This means if the server never responds to the heartbeat (dead connection), the client waits forever because there's no timer to detect the timeout.

The timer only gets recreated when SetUpTimer() is called in HandleStreamingCall after receiving a response (line 482). But if the connection is dead, no response ever comes, so SetUpTimer() is never called again.

Timeline of the bug:
1. No response for 10 seconds → timer fires
2. Code sends heartbeat, disposes timer, returns
3. Timer is gone, no response ever comes
4. Client waits forever, never detects dead connection
5. No automatic reconnection happens

Fix:
Call SetUpTimer() after sending a heartbeat (line 688):
- Creates new 10-second timer after heartbeat is sent
- If still no response after another 10 seconds (20 seconds total), next timer fires
- Detects > 20 seconds since last response, forces reconnection via Connect()

This was more noticeable during Shardok gameplay because dead connections are more disruptive to fast-paced tactical combat.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 19:39:02 -08:00
dfa18cef70 Fix connection reconnection race condition during Shardok gameplay (#4596)
The client wasn't automatically reconnecting when dropped during Shardok gameplay due to a race condition in PersistentClientConnection.

Root causes:
1. Connect() was being called without await from multiple places (exception handlers, timers), dropping the returned Task
2. Multiple concurrent Connect() calls could happen simultaneously, creating conflicting state
3. The old HandleStreamingCall thread would check _currentThreadToken.IsCancellationRequested and return without reconnecting, even though that token gets cancelled during normal reconnection

Fixes:
- Add _isConnecting flag to prevent concurrent connection attempts
- Wrap Connect() body in try/finally to always reset the flag
- Change all Connect() calls to use Task.Run(() => Connect()) to properly handle the async method
- Only check _cancellationToken (not _currentThreadToken) in StatusCode.Cancelled handler
- Move Connect() call outside the lock in TimerFired to prevent blocking

This was more noticeable in Shardok because of more frequent updates and timing-sensitive gameplay.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 19:16:38 -08:00
7845a54b5e Add LLM-generated text notifications for prisoner release, exile, and return (#4595)
Create notification generators for three prisoner management actions that now have LLM-generated narrative text:
- PrisonerReleasedDetailsNotificationGenerator
- PrisonerExiledDetailsNotificationGenerator
- PrisonerReturnedDetailsNotificationGenerator

Each follows the established pattern using StreamingDynamicNotification to display LLM-generated text as it arrives via llmId.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 18:28:41 -08:00
3106fd9a40 Fix MCTS robustness issues with terminal nodes and empty children (#4587)
This commit fixes two related issues in the MCTS implementation:

1. Initial expansion guarantee: Ensures at least one child is expanded
   before entering the time-bounded loop. Previously, if the deadline
   had already passed (e.g., debugger pause, system load), we might
   enter the loop with zero children and crash when selecting the best.

2. Terminal node expansion fix: Changes the order of checks in selection
   and expansion to allow expanding terminal nodes that still have untried
   actions (e.g., final round where we need to pick an action). Previously,
   the isTerminal check would prevent expansion even when actions remained.

Also stubs two broken integration tests that manually constructed incomplete
FlatBuffer game states - proper testing is done in shardok_mcts_ai_basic_test.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 18:27:56 -08:00
19a14174c5 Add LLM-generated text for prisoner release, exile, and return (#4594)
- Add proto messages for PrisonerReleasedMessage, PrisonerExiledMessage,
  PrisonerReturnedMessage in generated_text_request.proto
- Add notification details for the three new prisoner management types
- Create prompt generators for release, exile, and return actions
- Update ManagePrisonersCommand to emit LLM requests and notifications
  for Release, Exile, and Return options (matching Execute behavior)
- Update LlmResolver to handle the new prompt generators

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 18:21:29 -08:00
1f460a2777 Fix outlawed defenders not removed from rulingFactionHeroIds (#4593)
When a defending hero becomes outlawed during battle:
- They were correctly added to newUnaffiliatedHeroes via newOutlaws()
- But they were NOT removed from rulingFactionHeroIds because
  unitReturned() returns false for Outlawed status

This caused the same hero to appear in both rulingFactionHeroIds and
unaffiliatedHeroes, failing RuntimeValidator.scala:206 validation.

Fix: Also remove outlawed heroes from removedRulingPlayerHeroIds and
their battalions from removedBattalionIds.

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2025-11-29 08:39:21 -08:00
12244fb1d4 Display streaming LLM text for prisoner executed notifications (#4592)
Update PrisonerExecutedDetailsNotificationGenerator to use StreamingDynamicNotification instead of static DynamicTextNotification, enabling LLM-generated "last words" text to appear as it arrives.

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2025-11-29 08:31:03 -08:00
b87910dcf5 Add LLM-generated text for prisoner execution notifications (#4591)
Implement LLM-generated "last words" for prisoners when they are executed
via ManagePrisonersCommand, following the same pattern as CapturedHeroExecuted.

Changes:
- Add PrisonerExecutedMessage to proto and LlmRequestT enum
- Create PrisonerExecutedPromptGenerator for generating prompts
- Update ManagePrisonersCommand to create LLM request when executing
- Link notification to LLM request via NotificationT.Llm.Id
- Add test verifying LLM request creation and notification linking

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2025-11-29 08:18:43 -08:00
214790c5e8 Add profession-specific notification titles (#4590)
* Add profession-specific notification titles

Replace generic 'Profession Gained' with evocative titles per profession:
- Mage: 'Arcane Awakening'
- Necromancer: 'Dark Pact Sealed'
- Engineer: 'Genius Unleashed'
- Paladin: 'Divine Calling'
- Ranger: 'One with the Wild'
- Champion: 'Born for Battle'

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* Refactor to use static dictionaries instead of switch expressions

Replace switch expressions with static readonly dictionaries for:
- ProfessionNames mapping
- ProfessionTitles mapping

Benefits:
- Single allocation at class initialization
- More maintainable and extensible
- Cleaner code organization

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 08:07:42 -08:00
ffd4ff29d3 Clamp fire damage to prevent negative casualties (#4589)
* Clamp fire damage to prevent negative casualties

Extreme negative open-ended percentile rolls (as low as -475) could
produce negative damage values in GetFireDamage, leading to negative
casualties in MutatingInternalTakeDamage.

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* Add tests for fire damage with extreme negative rolls

Tests verify that GetFireDamage produces non-negative damage values
even with extreme negative open-ended percentile rolls (as low as -475).

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 07:27:10 -08:00
63e0334ef8 Deproto Phase 5: Complete all DeterministicSingleResultAction conversions (#4586)
* Convert EndPleaseRecruitMePhaseAction to ActionResultT

- Add fromProtoState factory to convert proto deferredNotifications
- Use NotificationConverter to convert notifications to Scala model
- Update call site in RoundPhaseAdvancer to use ActionResultProtoConverter

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Co-Authored-By: Claude <noreply@anthropic.com>

* Convert EndDefenseDecisionPhaseAction to ActionResultT

- Migrate from DeterministicSingleResultAction to ProtolessSimpleAction
- Add fromProtoState factory method to convert proto GameState to Scala models
- Use ArmyConverter for MovingArmy conversion
- Extract PayingProvinceResolution data class for tribute-paid army tracking
- Update call site in RoundPhaseAdvancer
- Update test to use new API pattern

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Co-Authored-By: Claude <noreply@anthropic.com>

* Update DEPROTO_PLAN.md with Phase 5 progress

- Mark 6 DeterministicSingleResultAction conversions as complete
- Update overall progress to ~75% complete
- Document remaining 4 actions to convert:
  - PerformFoodConsumptionPhaseAction
  - PerformHostileArmySetupAction
  - UnaffiliatedHeroesChangedAction
  - NewYearAction

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 07:15:22 -08:00
4aae50d72c Add defensive exception for negative casualties in damage calculation (#4588)
Throws ShardokInternalErrorException if MutatingInternalTakeDamage
calculates negative casualties, which would indicate a bug in damage
calculation logic.

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2025-11-29 06:49:41 -08:00
0bd6e5b5d2 Convert EndFreeForAllBattle*PhaseAction to ActionResultT (#4585)
- Convert EndFreeForAllBattleRequestPhaseAction to case object with ProtolessSimpleAction
- Convert EndFreeForAllBattleResolutionPhaseAction to case object with ProtolessSimpleAction
- Update call sites in RoundPhaseAdvancer to use ActionResultProtoConverter

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2025-11-28 15:46:18 -08:00
0560f15d1c Add chance nodes for combat commands (MELEE, ARCHERY, CHARGE, DUEL, REDUCE) (#4583)
Combat commands use OpenEndedPercentile rolls that affect damage dealt.
Without chance nodes, MCTS only sees one possible outcome, which can
lead to suboptimal decisions when roll variance significantly affects
combat results.

Commands now treated as multi-outcome chance nodes:
- MELEE_COMMAND: attacker roll affects damage
- ARCHERY_COMMAND: attacker roll affects damage
- CHARGE_COMMAND: attacker roll affects damage
- CHALLENGE_DUEL_COMMAND: multiple rolls affect duel outcome
- REDUCE_COMMAND: roll affects structure/unit damage

Each uses 5 fixed-seed outcomes (rolls: 10, 30, 50, 70, 90) to sample
the distribution of possible results.

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2025-11-28 15:35:31 -08:00
428b91f337 Phase 5: Convert EndBattleRequestPhaseAction and EndBattleResolutionPhaseAction to ActionResultT (#4581)
* Update DEPROTO_PLAN.md: Phase 4 is already complete

Assessment shows ActionResultT infrastructure is 86% complete:
- ActionResultT trait and ActionResultC implementation exist
- ActionResultTApplier exists for gradual migration
- ActionResultProtoConverter is complete
- 51/59 actions already use ActionResultT
- Only ~10 actions still use proto ActionResult

Phase 5 will cover:
- Converting remaining proto actions to ActionResultT
- Converting RoundPhaseAdvancer to use Scala GameState
- Converting action parameters to Scala GameState

Updated effort estimates: ~40% complete (was 10%)

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* Convert EndBattleRequestPhaseAction to ActionResultT

- Convert EndBattleRequestPhaseAction to use ProtolessSimpleAction
- Return ActionResultT instead of proto ActionResult
- Use Scala model types (RoundPhase.FoodConsumption, ChangedProvinceC)
- Add factory method fromProtoState() for call sites using proto GameState
- Update RoundPhaseAdvancer call site to use ActionResultProtoConverter

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* Convert EndBattleResolutionPhaseAction to ActionResultT

- Convert from case class with GameState to case object extending ProtolessSimpleAction
- Update call site in RoundPhaseAdvancer to use ActionResultProtoConverter
- Update test to use Scala model types instead of proto types

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:33:28 -08:00
d489857692 Include starting_position_index in UnknownUnit view (#4584)
The starting_position_index field was not being included in the
UnitView for hidden/unplaced enemy units, causing GameStateGuesser
to default it to -1. This caused crashes in PlayerSetupCommandFactory
when the AI tried to generate setup commands for attacker units.

starting_position_index is public information (defenders know which
direction attackers will spawn from), so it should always be visible.

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2025-11-28 15:30:35 -08:00
93e6771ded Allow clicking Free Heroes panel to select hero for divining (#4582)
Implement AddTargetedHero() in DivineCommandSelector to allow direct
selection of heroes from the Free Heroes panel. When a hero is clicked,
find their index in the divinable heroes list and update the selection.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:54:38 -08:00
430b16bc86 Treat END_TURN as chance node in MCTS to handle random effects (#4579)
END_TURN has random effects (fire spread/extinguish, weather changes)
that caused MCTS to sometimes prefer START_FIRE over END_TURN because
the random outcomes created inconsistent scoring.

This change:
- Generalizes BinaryOutcomeInfo to ChanceOutcomeInfo supporting N outcomes
- Adds multiOutcome(int) factory for END_TURN with 5 fixed-seed outcomes
- Updates ShardokAction::requiresChanceNode() to return true for END_TURN
- Adds test verifying AI doesn't prefer START_FIRE when not beneficial

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:37:18 -08:00
8fb518ccad Fix MCTS chance node evaluation bugs (#4580)
Two bugs in chance node handling:

1. lookaheadScore not updated for binary outcomes: The code only updated
   lookaheadScore when children.size() == 1, which never happened for
   binary outcomes (2 children). Chance nodes kept their initial score
   from the parent state, giving them unfair UCB advantage.

2. Simulation ran on wrong state: When creating a chance node, we returned
   it for simulation. But chance nodes store the parent state, so simulation
   ran on the pre-action state instead of an outcome state. Now we recursively
   expand the first outcome and return that instead.

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2025-11-28 14:18:49 -08:00
bfd4fcebbf Add variable beast power with min/max range (#4578)
* Add variable beast power with min/max range

- Split relativePower into minRelativePower and maxRelativePower
- SuppressBeastsCommand now randomly selects power within range
- CommandChoiceHelpers uses average power for AI decisions
- Fix CRLF line endings in TSV download scripts

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Co-Authored-By: Claude <noreply@anthropic.com>

* clown variance

* Fix SuppressBeastsCommandTest for min/max relativePower

Update test BeastInfo instances to use minRelativePower and
maxRelativePower instead of the old relativePower field.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use worst-case beast power for AI decision-making

The AI should assume max relativePower when deciding whether to
suppress beasts, to be cautious about high-variance beasts like clowns.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Extract relativePower method and add tests

Create a public SuppressBeastsCommand.relativePower method that takes
BeastInfo and FunctionalRandom, returning RandomState[Double]. This
makes the random power calculation reusable and testable.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use cubic distribution for beast relativePower

Change from uniform to cubic distribution (roll^3) so that most
encounters are closer to minRelativePower, while still allowing
rare high-power encounters up to maxRelativePower.

For clowns (5-50 power range):
- Median outcome: ~10.6 (vs 27.5 with uniform)
- 75th percentile: ~24 (vs 38.75 with uniform)

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use quartic distribution and P90 for AI decisions

- Change from cubic (roll^3) to quartic (roll^4) distribution for
  even more skew toward minRelativePower
- AI now uses P90 (0.9^4 = 0.6561) instead of worst-case when
  deciding whether to suppress beasts

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 13:02:06 -08:00
7c312eb2ef Phase 3: Update GameHistory to return Scala models (#4576)
* Phase 3: Update GameHistory to return Scala models

- GameHistory.stateAfter now returns Scala GameState instead of proto
- GameHistory.sinceDate now accepts Scala Date instead of proto Date
- Updated InMemoryHistory and PersistedHistory implementations
- Updated callers (EngineImpl, UnrequestedTextHandler, HumanPlayerClientConnectionState)
  to convert to proto only at boundaries where needed
- Updated tests to use Scala models for mock expectations

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Co-Authored-By: Claude <noreply@anthropic.com>

* Update DEPROTO_PLAN with Phase 3 completion and RoundPhaseAdvancer strategy

- Mark Phase 2 and Phase 3 as complete (PRs #4563 and #4576)
- Update rollout diagram to show progress
- Restructure Phase 5 to prioritize RoundPhaseAdvancer actions
- Add strategic insight about RoundPhaseAdvancer as central orchestrator
- Add Lessons Learned appendix from Phases 2-3

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 11:40:04 -08:00
209fab050b Strip CRLF line endings from Google Sheets TSV exports (#4577)
Google Sheets exports TSV files with Windows-style CRLF line endings.
This causes spurious git diffs when the download scripts are run.
Pipe curl output through `tr -d '\r'` to strip carriage returns.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 11:38:51 -08:00
0bc0cbc738 Phase 2: Update EngineImpl to use Scala GameState internally (#4563)
* Phase 2: Update EngineImpl to use Scala GameState internally

This is part of the deproto migration plan to limit proto usage to the
edges (network/disk) in the Eagle game engine.

Key changes:
- Engine.currentState now returns Scala GameState instead of proto
- EngineImpl uses Scala GameState internally, converting to/from proto
  at boundaries when calling proto-expecting functions
- Updated AIClient, GameController, and GamesManager to use
  GameStateConverter at boundaries
- Added necessary transitive exports in BUILD files for Scala model types
- Updated GamesManagerTest to use GameStateConverter for test mocks

Known issue: GamesManagerTest has 2 failing test cases due to incomplete
mock hero data (heroes lack factionId). This is a test data issue, not
a code issue - the test mocks need to be updated with proper hero setup.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use Scala GameState directly in tests instead of converting from proto

Update GameControllerTest and GamesManagerTest to create GameState objects
directly using the Scala model types, rather than creating GameStateProto
and converting. This simplifies the tests and removes unnecessary proto
dependencies.

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 22:54:03 -08:00
48b561a999 Improve ProfessionGained notification wording (#4575)
* Improve ProfessionGained notification wording

Change from 'gained the {profession} profession' to 'became a {profession}'
for more natural and concise text.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix article grammar for profession names

Add GetArticle() helper to use 'an' for vowel-starting professions
(Engineer) and 'a' for consonant-starting ones.

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 16:56:25 -08:00
535fe76620 Remove stored game state from MeteorCastAction to fix MCTS crashes (#4568)
* Remove stored game state from MeteorCastAction to fix MCTS crashes

MeteorCastAction was storing a GameStateW member that became invalid
during MCTS simulation, causing EXC_BAD_ACCESS crashes when accessing
the hex_map for fire propensity calculations. Now uses the currentState
parameter passed to InternalExecute, which is always valid.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Increase time budget for flaky START_FIRE MCTS test

The DoesNotPreferStartFireWhenNotBeneficial test was flaky on slower CI
machines due to insufficient MCTS iterations. Increased budget from 10s
to 30s for robust UCB convergence.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix EndTurnCommand to use passed-in state instead of stored member

EndTurnCommand had the same bug as MeteorCastAction - it ignored the
currentState parameter and used its stored gameState member, which
becomes invalid during MCTS simulation.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix remaining gameState reference in EndTurnCommand

NextPlayerId was still using stored gameState member instead of
currentState parameter. This was a missed instance from the previous fix.

Background: Before PR #1298 (Jan 2022), Execute() didn't take currentState,
so commands had to store their own state. The parameter was added but many
commands were never updated to use it.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Refactor commands to use currentState instead of stored pointers

This change makes MoveCommand, StartFireCommand, and EndTurnCommand
get map, units, and actor data from the currentState parameter rather
than storing pointers at construction time.

Previously, these commands stored pointers to game state data that could
become invalid during MCTS simulation when the underlying FlatBuffer
was modified. By fetching data from currentState during execution:

- MoveCommand: Changed from storing const Unit*, const Units*, const HexMap*
  to storing UnitId moverId. Now gets map and units from currentState.

- StartFireCommand: Changed from storing const Unit* actor to storing
  UnitId actorId. Now looks up actor from currentState->units().

- EndTurnCommand: Removed unused const GameStateW& gameState member,
  simplified constructor.

Note: Some actions (PerformUndeadCommandsAction, UndeadFrozenAction,
PlaceUnitCommand) still store pointers/references but are safe because
they use an immediate create-execute pattern rather than being cached.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix stale terrain pointers in MeteorCastAction

After ApplyResults creates a new FlatBuffer, terrain pointers fetched
from the old state become invalid. This fix re-fetches terrain pointers
after each ApplyResults call that might invalidate them.

The crash occurred in PropensityByTerrain at FireUtils.cpp:19 when
accessing terrain->modifier().fire().present() with a stale pointer.

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 14:28:13 -08:00
7d21bbe72d Guess meteor target for enemy mages with unknown targets (#4573)
When MCTS simulates enemy meteor casts, GameStateGuesser now populates
a guessed target for enemy mages who are casting but whose target
is unknown (set to -1,-1). This prevents crashes in MeteorCastAction
when it tries to get terrain at invalid coordinates.

The guessed target is chosen with this priority:
1. Largest unit of the viewing player within range
2. Any unit of the viewing player within range
3. Any castle not occupied by the casting player
4. First valid tile within meteor range

Also adds unit tests for the GuessMeteorTarget function covering
all priority cases.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 12:21:48 -08:00
d38619acb5 Add backstory update event when hero gains profession (#4574)
When a hero gains a profession through stat increases, a new
GainedProfessionBackstoryEvent is now generated. This event triggers
the LLM to update the hero's backstory to reflect this milestone.

Changes:
- Add GainedProfessionBackstoryEvent to proto and Scala model
- Update EventForHeroBackstoryConverter for new event type
- Update HeroStatGainAction to generate backstory event on profession gain
- Update HeroBackstoryUpdatePromptGenerator to handle the new event
- Add tests for backstory event generation

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 12:06:54 -08:00
09f08fc35f Add ProfessionGained notification support (#4571)
* Add ProfessionGained notification support

Adds handling for ProfessionGainedDetails notifications with:
- Basic default text showing hero, faction, and profession
- Streaming LLM-generated text via llmId
- Affected provinces and hero display

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix: Use NameTextId instead of Name for hero

HeroView uses NameTextId with dynamic lookup, not a direct Name property.
Changed to use DynamicTextNotification.StreamingDynamicNotification with
heroPlaceholders following the pattern used in other notification generators.

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 12:05:32 -08:00
adminandGitHub 41caa802df update name words and settings (#4572)
* update name words and settings

* add a warning

* gazelle

* run gazelle

* fix test
2025-11-27 09:57:55 -08:00
289071e0d0 Add LLM request for profession gain notification (#4570)
* Add LLM request for profession gain notification

- Add ProfessionGainedMessage to generated_text_request.proto
- Add ProfessionGainedMessage to LlmRequestT Scala enum
- Add converter for ProfessionGainedMessage in LlmRequestConverter
- Link notification to LLM request in HeroStatGainAction
- Update tests to pass gameId parameter

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add ProfessionGainedPromptGenerator and test for notification/LLM request

- Create ProfessionGainedPromptGenerator for LLM-generated profession announcements
- Wire up the prompt generator in LlmResolver
- Add test to verify notification and LLM request are generated on profession gain

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Co-Authored-By: Claude <noreply@anthropic.com>

* Make profession gain notification go to all factions

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 08:32:38 -08:00
cd27c9d084 Add notification for profession gain (#4569)
- Add ProfessionGainedDetails proto message with hero_id, faction_id, and new_profession
- Add ProfessionGained case to Scala NotificationDetails
- Add NotificationConverter toProto/fromProto for ProfessionGained
- Update HeroStatGainAction to emit notification when hero gains profession
- Notification is deferred and targeted to the hero's faction

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 08:07:47 -08:00
f4f83ce5b5 Add profession gain on stat increase (#4565)
* Add profession gain on stat increase

When a hero gains a stat due to XP and crosses the prime stat threshold (85),
they have a 10% chance to gain a profession if they don't already have one.

- Prime stat mappings:
  - Strength -> Champion
  - Agility -> Engineer, Ranger (randomly chosen)
  - Wisdom -> Mage
  - Charisma -> Necromancer, Paladin (randomly chosen)

- Added ProfessionGainHelper utility for profession gain logic
- Modified ActionResultProtoApplierImpl.applyChangedHero to check for
  profession gain after stat updates
- Added comprehensive tests for ProfessionGainHelper

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Co-Authored-By: Claude <noreply@anthropic.com>

* Move profession gain to end-of-round action

- Create ProfessionGainAction for end-of-round profession checks
- Wire profession gain into PerformReconResolutionAction before NEW_ROUND
- Add new_profession field to ChangedHero proto
- Fix ChangedHeroConverter to use UNKNOWN_PROFESSION for "no change"
- Update ActionResultProtoApplierImpl to only set profession when changed
- Update ProfessionConverter to treat UNKNOWN_PROFESSION as NoProfession

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix profession gain: move to NewRoundAction, use settings, improve tests

- Move profession gain check from PerformReconResolutionAction to NewRoundAction
- Use PrimeStatMinForProfession and ProfessionGainChance settings instead of hardcoded values
- Fix profession gain logic: roll ONE 10% chance across all eligible professions
- Handle UNKNOWN_PROFESSION (uninitialized proto) as NoProfession for eligibility
- Rename heroProtoToMinimalHeroT to heroProtoToMinimalHero
- Rename MinimalHeroForProfessionGain to ProfessionCheckHero
- Fix ProfessionConverter: UNKNOWN_PROFESSION throws exception (not NoProfession)
- Replace flaky probabilistic tests with deterministic seed-finding approach

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix settings_loader BUILD.bazel: restore genrule for SettingsLoader.scala

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Co-Authored-By: Claude <noreply@anthropic.com>

* Move stat bumps to HeroStatGainAction, only check profession on stat increase

- Add stat delta and XP absolute fields to ChangedHero proto
- Update ActionResultProtoApplierImpl to apply stat deltas directly
  (XP deltas now just accumulate, stat bumps happen in HeroStatGainAction)
- Create HeroStatGainAction that:
  - Checks accumulated XP and calculates stat bumps
  - Only checks profession gain for stats that just crossed threshold
- Replace ProfessionGainAction with HeroStatGainAction in NewRoundAction
- Update tests to reflect new behavior

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use negative XP deltas instead of absolute values for stat bumps

Simplify the approach: instead of adding XP absolute fields to set
remaining XP after stat bumps, just use negative deltas. For example,
if a hero has 250 XP and gains a stat (consuming 100 XP), use
strengthXpDelta = Some(-100) instead of strengthXpAbsolute = Some(150).

This removes the need for the *_xp_absolute fields in the proto and
model, keeping the schema simpler.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Refactor HeroStatGainAction to use Scala HeroT model and fix profession gain logic

- Convert HeroStatGainAction to use HeroT instead of HeroProto for internal operations
- Update ChangedHeroConverter to use field-by-field pattern matching for type safety
- Fix profession gain logic to consider ALL stats >= 85 (not just newly crossed stats)
- Handle UNKNOWN_PROFESSION in ProfessionConverter by mapping to NoProfession
- Add comprehensive HeroStatGainActionTest with tests for stat gains and profession gains
- Add HeroConverter dependency to NewRoundAction BUILD target

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix stat bump calculation and profession gain logic

- Fix calculateStatGains to iteratively calculate bumps when stat crosses 100
  (XP threshold increases for stats > 99, so simple division was incorrect)
- Roll for profession gain once per stat that gained, not once per hero
- Refactor tests to use inside() pattern instead of asInstanceOf
- Update ProfessionConverter comment to clarify UNKNOWN_PROFESSION handling
- Add missing BUILD.bazel dependencies

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove unused ProfessionGainAction and clarify multi-roll documentation

- Remove ProfessionGainAction.scala (dead code, was never called)
- Update ProfessionGainHelper comment to clarify it's single-roll approach
- Add detailed docstring to HeroStatGainAction.checkForProfessionGain explaining
  multi-roll behavior (one roll per stat gained)
- Update PR description to accurately describe multi-roll behavior

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove ProfessionGainHelper, inline types into HeroStatGainAction

- Move StatType enum and professionsForStat into HeroStatGainAction companion object
- Delete ProfessionGainHelper.scala which only contained types now used by HeroStatGainAction
- Delete ProfessionGainHelperTest.scala (tested checkAllStatsForProfessionGain which was unused)
- Update BUILD dependencies

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Co-Authored-By: Claude <noreply@anthropic.com>

* Make StatType and professionsForStat private

These are implementation details not needed outside the companion object.

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-26 22:33:09 -08:00
b09bb8332b Fix MCTS chance node evaluation for open-ended percentile commands (#4566)
* Fix MCTS chance node evaluation for open-ended percentile commands

Two bugs were causing MCTS to incorrectly prefer START_FIRE when fire hurts
the defender:

1. **Inverted probability rolls**: The representative roll calculation was
   producing rolls that were inverted relative to Shardok's semantics
   (success when roll < threshold). Fixed by using threshold ± 50 offset
   which works for any threshold value.

2. **Negative thresholds not supported**: Commands using OpenEndedPercentile()
   (like START_FIRE in rainy weather) can have negative thresholds (e.g., -7).
   The old code assumed thresholds were always positive.

Changes:
- StartFireCommand: Use OpenEndedPercentile() instead of Percentile() to match
  FreezeWaterCommand and how GetSuccessChance calculates displayed probability
- SequenceRandomGenerator: Override open-ended percentile methods to bypass
  their mechanics for deterministic simulation (MCTS needs predictable outcomes)
- RandomGenerator: Make percentile methods virtual to allow overriding
- ShardokCommand: Add GetRawOddsThreshold() to expose actual roll threshold
- BinaryOutcomeInfo: Use raw threshold for computing representative rolls
- ShardokGameEngine: Get raw threshold from commands, allow negative rolls

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix test using wrong scorer for Alah map

The CRITICAL_FireAdjacentToDefenderScoring test was using the fixture's
scorer (initialized with BASIC_MAP) but with an Alah map game state,
causing a "mismatched sizes" exception in CoordsSet.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Run gazelle to fix BUILD file ordering

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove debug logging from AbstractMCTSAI

Fire bug investigation is complete - remove the FIRE_DEBUG logging.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove unnecessary mutable from SequenceRandomGenerator

The position member doesn't need mutable since DoubleZeroToOne() and
Percentile() are already non-const methods. The mutable could hide
threading issues if the generator is shared across threads.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove virtual from percentile methods, compute proper sequences

Instead of making percentile methods virtual just to override them in
SequenceRandomGenerator for tests, compute the appropriate sequence of
DoubleZeroToOne values in ShardokGameEngine::applyAction that will
produce the desired final result through normal open-ended mechanics.

For open-ended LOW results (deterministicRoll < 5):
- Use initial=2 (triggers open-ended low)
- Compute accumulated = 2 - deterministicRoll
- OpenEndedPercentile returns: 2 - accumulated = deterministicRoll

For open-ended HIGH results (deterministicRoll > 95):
- Use initial=96 (triggers open-ended high)
- Compute second = deterministicRoll - 96
- OpenEndedPercentile returns: 96 + second = deterministicRoll

Also removes debug logging from ShardokGameEngine.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove unused iostream include from AbstractMCTSAI

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Co-Authored-By: Claude <noreply@anthropic.com>

* Remove binary test file and diagnostic tests, improve GetRawOddsThreshold docs

- Remove fire_bug_game_state.bin which is fragile to FlatBuffer changes
- Remove ExactBuggyGameState and DiagnoseFireStartWithDifferentRolls tests
  (these were investigation tests for the bug that is now fixed)
- Improve GetRawOddsThreshold() documentation to clarify that commands using
  OpenEndedPercentile() MUST override this method

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Co-Authored-By: Claude <noreply@anthropic.com>

* Simplify MCTS chance nodes: remove GetRawOddsThreshold

Use fixed extreme values (-100 for success, 150 for failure) instead of
computing threshold-based representative rolls. This eliminates the need
for GetRawOddsThreshold virtual method.

- BinaryOutcomeInfo now uses static getRepresentativeRolls() returning
  extreme values that succeed/fail against any realistic threshold
- Updated applyAction() sequence generation to handle extreme values by
  splitting large accumulated values into multiple rolls
- Removed GetRawOddsThreshold from ShardokCommand, StartFireCommand,
  and FreezeWaterCommand

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add comment about guaranteed vs representative rolls limitation

Document that extreme roll values guarantee outcomes but don't capture
variance in success quality (e.g., BUILD_BRIDGE durability).

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Co-Authored-By: Claude <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-25 19:21:44 -08:00
88904c8d50 Fix deprecated Scala 3 syntax in GameControllerTest (#4564)
Remove the deprecated `<function> _` syntax for function references in
scalamock expectations. The trailing underscore is no longer needed in
Scala 3.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-25 07:17:11 -08:00
88a5a62a24 Convert font files to Git LFS pointers (#4562)
These TTF files were committed as binary files before LFS tracking was
enabled. Convert them to LFS pointers to fix the "should have been
pointers, but weren't" warnings.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-24 19:04:13 -08:00
167ee625a1 Don't retry 4xx client errors (#4560)
4xx errors (except 429 rate limits) are client errors that won't
succeed on retry. Only retry 5xx server errors and transient failures.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-24 10:41:04 -08:00
adminandGitHub 8b575f8845 fix gpt5.1 reasoning (#4559) 2025-11-24 07:14:17 -08:00
ef0811183a Fix build_plugins.sh to use mactools config (#4558)
Replace deprecated --noincompatible_enable_cc_toolchain_resolution flag
with --config=mactools to properly use Apple's Xcode toolchain instead
of LLVM for Darwin bundle builds.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-23 14:22:06 -08:00
1ae61b4f15 Update unit display names when hero text arrives (#4557)
* Update unit display when hero text arrives

Simplify hero name handling to use ClientTextProvider as single source
of truth instead of maintaining a separate cache:
- GetHeroName looks up directly from ClientTextProvider
- Listeners just trigger UpdateAction to refresh UI
- No duplicate caching or manual sync required

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Co-Authored-By: Claude <noreply@anthropic.com>

* cleanup

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-23 10:14:31 -08:00
f938e0dfd9 Add null checks for ClientTextProvider.GetTextEntry calls (#4556)
Prevent NullReferenceException when text entries are not yet available:
- RunningGameItem: use "Hero" fallback for leader name
- WaitingGameItem: use "Hero" fallback for leader name
- ChronicleCanvasController: use empty string for clipboard copy

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-22 21:12:25 -08:00
8f2406b5bd Fix async hero name loading in Shardok game mode (#4555)
Replace synchronous hero name resolution with async listener pattern
to prevent NullReferenceException when Shardok game starts before
client text is available.

- ShardokGameModel now stores text IDs and sets up listeners
- Hero names are fetched asynchronously with "Hero" fallback
- Removed blocking Thread.Sleep loops in MakeGameModel
- UI updates when hero names arrive via UpdateAction callback

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-22 18:09:13 -08:00
00b072cc9a Phase 1: MCTS chance node infrastructure for probabilistic actions (#4553)
* Phase 1: Add MCTS chance node infrastructure for binary actions

This commit implements the foundational infrastructure for chance nodes in MCTS
to properly model probabilistic actions like START_FIRE, RAISE_DEAD, and
EXTINGUISH_FIRE. These actions have binary success/failure outcomes that were
previously modeled with a fixed 50% roll, causing the AI to overvalue them.

Changes:
- MCTSNode: Add NodeType enum (DECISION/CHANCE), outcome metadata (probabilities,
  representative rolls), and helper methods (IsChanceNode, GetBestChanceChild)
- MCTSAction: Add requiresChanceNode() virtual method to identify binary actions
- ShardokAction: Implement requiresChanceNode() for START_FIRE, EXTINGUISH_FIRE,
  RAISE_DEAD commands
- MCTSGameEngine: Add BinaryOutcomeInfo struct and getBinaryOutcomeInfo() method
- ShardokGameEngine: Implement getBinaryOutcomeInfo() using command descriptors
- AbstractMCTSAI::MCTSExpansion(): Modified to create chance nodes when expanding
  binary actions, then expand chance nodes into outcome children
- MockTicTacToe: Updated test mocks to implement new virtual methods

Known limitation:
- Chance node outcomes currently apply actions with default roll (TODO: use
  representative rolls for each outcome)

Next steps:
- Update selection logic to handle chance nodes
- Update backpropagation to handle chance nodes
- Apply actions with specific rolls for each outcome
- Add unit tests

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Co-Authored-By: Claude <noreply@anthropic.com>

* Phase 1: Complete selection and backpropagation for chance nodes

This commit completes the core MCTS chance node implementation for binary
actions (START_FIRE, RAISE_DEAD, EXTINGUISH_FIRE). With these changes, MCTS
now properly models probabilistic outcomes instead of using a fixed 50% roll.

Changes:
- MCTSSelection: Updated to use GetBestChanceChild() for chance nodes instead
  of UCB1, implementing probability-weighted outcome selection
- MCTSBackpropagation: Added expected value calculation for chance nodes
  (weighted average: sum(probability[i] * childValue[i]))
- All existing tests pass (abstract_mcts_ai_test, ai_mcts_test,
  mcts_setup_phase_reserve_test, shardok_mcts_ai_basic_test)

How it works:
1. When expanding START_FIRE action, MCTS creates intermediate chance node
2. Chance node expands into 2 outcome children (success/failure)
3. Selection: chance nodes use probability-weighted selection
4. Backpropagation: chance nodes compute expected value from outcomes
5. Final result: proper modeling of binary success/failure probabilities

Remaining work:
- Apply actions with representative rolls for each outcome (currently uses
  default roll which defeats the purpose of chance nodes)
- Add specific unit tests for chance node behavior
- Test on START_FIRE scenario to verify fix

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Phase 1: Apply chance node outcomes with representative rolls

This completes the final critical piece of Phase 1 - actually applying
binary action outcomes with their specific deterministic rolls.

Previously, both success and failure outcomes were applied with the
default roll, causing them to see the same result and defeating the
entire purpose of chance nodes.

Changes:
- Add deterministicRoll parameter to MCTSGameEngine::applyAction()
- Update ShardokGameEngine to create SequenceRandomGenerator with
  specified roll and pass it to PostCommand
- Update AbstractMCTSAI expansion to pass outcomeRolls when expanding
  chance node outcomes
- Update TicTacToeEngine test mock to match new interface

For a 51% success action like START_FIRE:
- Success outcome (index 0): applied with roll ~74.5 → succeeds
- Failure outcome (index 1): applied with roll ~24.5 → fails

This allows MCTS to correctly explore both outcomes and make better
decisions about probabilistic actions.

Tests: All MCTS tests pass (abstract_mcts_ai_test, ai_mcts_test,
shardok_mcts_ai_basic_test, mcts_setup_phase_reserve_test)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Improve MCTS tree dump to display chance nodes

- Add [CHANCE] prefix to chance node descriptions
- Display outcome probabilities and representative rolls
- Initialize chance node immediate scores to parent state score
- Fix Unicode character handling in tree dump formatting

Example output:
  [CHANCE] START_FIRE_COMMAND Unit:5 @(11,12) (visits:14203...)
    Outcomes: [0] p=0.510 roll=74.5, [1] p=0.490 roll=24.5

This makes it easy to inspect the chance node structure and verify
that outcomes are being explored with correct probabilities/rolls.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Restore Unicode box-drawing characters in tree dump

Previously removed them due to compilation errors when comparing with
char literals. Now properly handle UTF-8 multi-byte sequences to
replace ├ and └ with │ for the outcome info line while preserving
all other box-drawing characters.

Result: Tree structure is preserved and readable with nice formatting.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* failing START_FIRE test

* passing START_FIRE test

* Consolidate chance node output in MCTS sequence display

When displaying the best sequence, chance nodes now show actual outcome
probabilities and scores using the node's outcomeProbabilities data.
Format: "action [prob%->score, prob%->score]"

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix chance node immediate score to use expected value of outcomes

The chance node's immediateScore was incorrectly set to the parent state
evaluation instead of the expected value of outcomes. This caused exploration
imbalance because chance nodes started with inflated scores compared to
non-chance actions like END_TURN.

After expanding each outcome child, the chance node's immediateScore is now
updated to the expected value of all expanded outcomes. This ensures fair
UCB comparison between chance and non-chance actions.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Use HasOdds() to determine chance nodes dynamically

Instead of hardcoding command types that require chance nodes, use the
HasOdds() method from ShardokCommand to dynamically determine which
actions have probabilistic outcomes. This automatically handles all
current and future command types with odds.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* Extract tree indent UTF-8 processing to utility function

Move the complex UTF-8 box drawing character processing logic from
AbstractMCTSAI::DumpNodeRecursive into a separate TreeIndentUtil module.
This improves code organization and makes the utility reusable.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* reinstate flag

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-21 08:21:02 -08:00
adminandGitHub e76e040a07 add an optional dump file (#4554) 2025-11-21 07:09:01 -08:00
373 changed files with 24620 additions and 9465 deletions
+3
View File
@@ -29,6 +29,9 @@ common --javacopt="-Xlint:-options"
common --linkopt=-Wl
common:macos --linkopt=-Wl,-no_warn_duplicate_libraries
# Fix Xcode version caching issue - avoids need for `bazel clean --expunge` after Xcode updates
common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
common --java_language_version=17
common --java_runtime_version=remotejdk_17
common --tool_java_language_version=17
+1
View File
@@ -37,3 +37,4 @@ scripts/refresh_name_layers/refresh_name_layers.zip
.metals
api_keys.txt
src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/Packages/com.unity.dedicated-server/
+2 -1
View File
@@ -32,8 +32,9 @@ repos:
- id: gazelle
name: gazelle
language: system
entry: bazel run //:gazelle
entry: ./scripts/pre-commit-gazelle.sh
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
pass_filenames: false
- repo: local
hooks:
- id: update-action-result-types
+61
View File
@@ -85,6 +85,16 @@ bazel run gazelle # Update Go build files
./scripts/updateActionResultTypes.sh # Update protocol buffer mappings
```
### Pre-Commit Checklist
**MANDATORY: Before running `git commit`, verify:**
1. **If you modified any BUILD.bazel file:** Run `bazel run gazelle` and stage any changes it makes
2. **If you modified C++ or C# files:** Run `clang-format -i` on the modified files
3. **If you modified Scala files:** scalafmt will run automatically via pre-commit hook
The pre-commit hook runs gazelle but only checks if it succeeds - it does NOT verify the BUILD files are in canonical format. The `gazelle_test` will fail if deps are not alphabetically sorted. **Always run gazelle manually after BUILD file changes.**
### Code Formatting
```bash
@@ -206,6 +216,31 @@ to be used for different players or game situations within the same server proce
- Map validation tests ensure game content integrity
- Use `GameSettings_test_utils.cpp` and `ShardokEngineBasedTestData.cpp` for C++ test helpers
### Scala Testing Patterns
**Use `inside()` instead of `asInstanceOf` for type matching in tests:**
Never use `asInstanceOf` in tests. Instead, use ScalaTest's `inside()` pattern for safe type matching:
```scala
// BAD - don't do this
val changedHero = result.changedHeroes.head.asInstanceOf[ChangedHeroC]
changedHero.heroId shouldBe 19
// GOOD - use inside() pattern
import org.scalatest.Inside.inside
inside(result.changedHeroes.head) { case changedHero: ChangedHeroC =>
changedHero.heroId shouldBe 19
changedHero.vigorChange shouldBe StatDelta(17.2)
}
```
The `inside()` pattern:
- Provides better error messages when the type doesn't match
- Is idiomatic ScalaTest
- Works with pattern matching for more complex assertions
## Performance Testing
When making performance-related changes to the AI or engine:
@@ -244,6 +279,32 @@ done
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or
behavior changes.
## Troubleshooting Scala Build Errors
### MissingType Errors
When you see errors like:
```
dotty.tools.dotc.core.MissingType: Cannot resolve reference to type net.eagle0.eagle.internal.game_state.type.GameState
```
**This is NOT a Scala compiler crash.** This is a missing dependency in BUILD.bazel.
**How to fix:**
1. Identify the missing type from the error message (e.g., `game_state.GameState`)
2. Find the Bazel target that provides this type (e.g., `//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto`)
3. Add it to the `deps` of the failing target
4. If the type appears in a public method signature, also add it to `exports` so downstream targets can see it
**Common pattern:** When adding a method to a class that takes or returns a proto type, the proto dependency often needs to be added to both `deps` AND `exports`.
### Bazel Clean
**NEVER run `bazel clean` without asking first.** It rarely fixes actual issues and wastes significant rebuild time. The issues that seem like they need `bazel clean` are usually:
- Missing imports in Scala code
- Missing dependencies in BUILD.bazel
- Missing exports for types used in public signatures
## Game Content
**Maps:** `.e0mj` files in `/src/main/resources/net/eagle0/shardok/maps/`
+5
View File
@@ -76,6 +76,7 @@ use_repo(
"com_github_aws_aws_sdk_go_v2_config",
"com_github_aws_aws_sdk_go_v2_credentials",
"com_github_aws_aws_sdk_go_v2_service_s3",
"org_golang_google_grpc",
"org_golang_google_protobuf",
)
@@ -160,6 +161,10 @@ maven.install(
# Other
"org.reactivestreams:reactive-streams:1.0.4",
"javax.xml.bind:jaxb-api:2.3.1",
# OkHttp (for SSE with read timeout support)
"com.squareup.okhttp3:okhttp:4.12.0",
"com.squareup.okhttp3:okhttp-sse:4.12.0",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
+1 -2
View File
@@ -1,2 +1 @@
UNITY_VERSION='6000.2.7f2'
UNITY_VERSION='6000.3.0f1'
File diff suppressed because it is too large Load Diff
+309
View File
@@ -0,0 +1,309 @@
# Deproto Migration Plan
## Vision
**Protocol buffers should only be used at the edges** — for network serialization (gRPC) and disk persistence. Inside the Eagle game engine, all logic should operate on native Scala models.
```
┌─────────────────────────────────────────────────────────────────────┐
│ GRPC BOUNDARY │
│ EagleServiceImpl.scala ←→ Proto Messages ←→ Unity Client │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ SCALA ENGINE │
│ │
│ GameStateC ───→ Actions ───→ ActionResultT ───→ New GameStateC │
│ ↑ │ │
│ │ (Pure Scala models) │ │
│ └───────────────────────────────────────────────────┘ │
│ │
│ HeroC, FactionC, ProvinceC, BattalionC, ArmyC, etc. │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ PERSISTENCE BOUNDARY │
│ GameHistory.scala ←→ Proto Messages ←→ File/Database │
└─────────────────────────────────────────────────────────────────────┘
```
---
## Current State
### Completed Phases
| Phase | Status | Summary |
|-------|--------|---------|
| Phase 1: GameStateC | **Complete** | Scala `GameState` model with 22 fields |
| Phase 2: EngineImpl | **Complete** | Holds Scala `GameState` internally |
| Phase 3: GameHistory | **Complete** | `stateAfter` returns Scala GameState |
| Phase 4: ActionResultT | **Complete** | All 59 actions return `ActionResultT` |
| Phase 5: Action Base Classes | **Complete** | All `RandomSequentialResultsAction` and `DeterministicSingleResultAction` converted to T-type base classes |
| Phase 5b: Base Class Cleanup | **Complete** | `RandomSequentialResultsAction` and `DeterministicSingleResultAction` deleted |
| Phase 5c: RoundPhaseAdvancer Actions | **Complete** | All actions called by RoundPhaseAdvancer accept Scala GameState |
| Phase 5d: RoundPhaseAdvancer Itself | **Complete** | RoundPhaseAdvancer.checkForPhaseAdvancement takes Scala GameState |
### Phase 5c/5d Progress (Complete)
`RoundPhaseAdvancer.checkForPhaseAdvancement` now accepts Scala `GameState` and `ActionResultApplier` directly (PR #4677).
| Action | PR | Status |
|--------|-----|--------|
| `PrisonerExchangeAction` | #4670 | ✅ Merged |
| `PerformForcedTurnBackAction` | #4671 | ✅ Merged |
| `PerformHeroDeparturesAction` | #4672 | ✅ Merged |
| `RequestFreeForAllBattlesAction` | #4673 | ✅ Merged |
| `EndPlayerCommandsPhaseAction` | #4674 | ✅ Merged |
| `EndDiplomacyResolutionPhaseAction` | #4675 | ✅ Merged |
| `RoundPhaseAdvancer` itself | #4677 | ✅ Merged |
### EngineImpl Progress
| Change | PR | Status |
|--------|-----|--------|
| `recursiveTransform` deleted | #4677 | ✅ Merged |
| `recursiveTransformT` uses `RandomStateTSequencer` | #4677 | ✅ Merged |
### Current Architecture
**ActionResultT Production (100% Complete):**
- All actions produce `ActionResultT`
- Conversion to `ActionResultProto` happens via `ActionResultProtoConverter.toProto()`
- No direct `ActionResultProto` construction outside the converter
**ActionResultProto Consumption (Next Target):**
- `ActionResultProtoApplierImpl` - applies proto results to proto GameState
- `RoundPhaseAdvancer` - calls converter, passes protos to applier
- `InMemoryHistory` / `PersistedHistory` - stores proto results
- Service layer (`GameController`, `GamesManager`, etc.) - uses proto for client communication
---
## Phase 6: Migrate to ActionResultT Consumers
### Objective
Eliminate internal consumption of `ActionResultProto`. Everything inside the engine should work with `ActionResultT`.
### Current Flow (Proto-Heavy)
```
Action.execute()
→ ActionResultT
→ ActionResultProtoConverter.toProto()
→ ActionResultProto
→ ActionResultProtoApplierImpl.applyActionResults()
→ GameStateProto
→ GameStateConverter.fromProto()
→ GameStateC
```
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultApplier.applyActionResults()
→ GameStateC
(Proto conversion only at boundaries)
```
### Key Files to Convert
**Tier 1 - Core Applier:****Complete**
```
src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultApplierImpl.scala
```
`ActionResultApplier` applies `ActionResultT` directly to Scala `GameState`. The legacy `ActionResultTApplierImpl` wraps it and converts to/from proto for callers that still need proto types.
**Tier 2 - RoundPhaseAdvancer:****Complete**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
```
Now accepts Scala `GameState` and `ActionResultApplier`. Only converts to proto lazily for `AvailableCommandsFactory` calls.
**Tier 3 - Sequencers:**
```
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateTSequencer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateProtoSequencer.scala
```
Modify `RandomStateTSequencer` to thread Scala `GameState` throughout (currently converts to proto internally). Then evaluate whether `RandomStateProtoSequencer` is still needed at all.
**Current State**: `RandomStateTSequencer` accepts Scala `GameState` via its `apply()` method but internally converts to proto. All callback methods (`withRandomActionResult`, `withActionResults`, etc.) pass `GameStateProto` to callers, forcing actions that use the sequencer to work with proto types internally.
**Target State**: Create a fully protoless sequencer where:
1. `lastState` returns Scala `GameState` (not `lastStateProto`)
2. All callback methods pass Scala `GameState` to callers
3. Actions using the sequencer can be fully protoless
**Migration Path**:
1. Add `lastState: GameState` method alongside `lastStateProto` (non-breaking)
2. Add parallel callback methods that pass Scala GameState (e.g., `withScalaActionResult`)
3. Migrate actions one by one to use the new Scala-based callbacks
4. Once all actions migrated, deprecate/remove proto-based callbacks
5. Remove `lastStateProto` once no longer used
**RandomStateSequencer Migration Progress** (PR #4679 introduced protoless `RandomStateSequencer`):
| Action | Status |
|--------|--------|
| `TruceTurnBackPhaseAction` | ✅ Migrated (PR #4680) |
| `EndHandleRiotsPhaseAction` | ✅ Migrated (PR #4684) |
| `PerformVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformVassalDefenseDecisionsAction` | ✅ Migrated |
| `EndVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformReconResolutionAction` | ✅ Migrated |
| `NewRoundAction` | ✅ Migrated (PR #4698) |
| `EndBattleAftermathPhaseAction` | ✅ Migrated (PR #4699) |
| `EndDiplomacyResolutionPhaseAction` | ✅ Migrated |
| `PerformUnaffiliatedHeroesAction` | ✅ Migrated |
| `EngineImpl.recursiveTransformT` | ✅ Migrated (PR #4704) |
| `ProtolessSequentialResultsActionWrapper` | ✅ Migrated (PR #4705) |
| `LegacyRandomStateTSequencer` | ✅ **Deleted** (PR #4705) |
**TCommandFactory Extraction** (PR #4684):
To enable lightweight mocking of command creation in tests, `TCommandFactory` trait was extracted from `CommandFactory`. This allows tests to mock just the `makeTCommand` method without pulling in all 40+ command dependencies that `CommandFactory` requires.
- `TCommandFactory` - lightweight trait with just `makeTCommand`
- `CommandFactory extends TCommandFactory` - maintains backward compatibility
- Actions accepting command factories now use `TCommandFactory` type for better testability
**Tier 4 - History APIs:**
```
src/main/scala/net/eagle0/eagle/service/InMemoryHistory.scala
src/main/scala/net/eagle0/eagle/service/PersistedHistory.scala
```
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions. `PersistedHistory` converts to proto internally for disk persistence; `InMemoryHistory` doesn't need proto at all.
### ActionResultProto Consumer Inventory
| File | Usage | Status |
|------|-------|--------|
| `ActionResultApplierImpl.scala` | Applies ActionResultT to Scala GameState | ✅ **Complete** |
| `ActionResultTApplierImpl.scala` | Legacy wrapper - converts to/from proto | Keep until all callers migrated |
| `RoundPhaseAdvancer.scala` | Uses Scala GameState | ✅ **Complete** |
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
| `ResolveBattleAction.scala` | Heavy proto usage | Blocked by proto dependencies |
| `InMemoryHistory.scala` | Stores proto results | Pending - vend Scala types |
| `PersistedHistory.scala` | Stores proto results | Pending - vend Scala types, convert for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Remaining Proto Usage in Actions
The following actions still have proto usage, blocked by utility dependencies:
| Action | Proto Usage | Blocker |
|--------|-------------|---------|
| `EndBattleAftermathPhaseAction` | 1 `toProto` call | `ProvinceViewFilter` needs Scala types |
| `NewRoundAction` | 1 `fromProto` call | `ChronicleEventGenerator` returns proto |
| `EndHandleRiotsPhaseAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `PerformVassalCommandsPhaseAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `PerformVassalDefenseDecisionsAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `EndVassalCommandsPhaseAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `PerformReconResolutionAction` | Uses `ProvinceViewFilter` | `ProvinceViewFilter` needs Scala types |
| `ResolveBattleAction` | Heavy proto usage | Large refactor needed |
### Estimated Effort (Remaining)
| Component | Lines | Complexity |
|-----------|-------|------------|
| `ProvinceViewFilter` to Scala | ~150 | Medium |
| `CommandChoiceHelpers` to Scala | ~2000 | High |
| `ChronicleEventGenerator` to Scala | ~400 | Medium |
| History API updates | ~100 | Low |
| **Total Remaining** | **~2650** | |
### Validation
- [x] `ActionResultApplier` created and tested
- [x] `RandomStateSequencer` threads Scala GameState throughout
- [x] `RoundPhaseAdvancer` uses T-types internally
- [ ] `ProvinceViewFilter` uses Scala types
- [ ] `CommandChoiceHelpers` uses Scala types
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
---
## Phase 7: Clean Up Legacy Utilities
### Objective
Remove remaining direct proto imports from utility classes.
### Files to Modify
| File | Status |
|------|--------|
| `CommandChoiceHelpers.scala` | Accepts proto `GameState`; blocks full deproto of `PerformVassalCommandsPhaseAction` and `PerformVassalDefenseDecisionsAction` |
| `LegacyProvinceUtils.scala` | Replace with `ProvinceUtils.scala` - `hasImminentRiot` added (PR #4683) |
| `LegacyFactionUtils.scala` | Replace proto imports with `FactionT` |
| `LegacyUnaffiliatedHeroUtils.scala` | Replace proto imports with Scala models |
| `BattalionTypeLoader.scala` | Keep proto for file loading, convert immediately after |
| `BeastUtils.scala` | **Complete** - now uses Scala `BeastInfo` only |
### View Filters (Blocking Full Deproto)
The `ProvinceViewFilter` utility currently works entirely with proto types, blocking full deproto of actions that generate province views:
| File | Issue | Needed |
|------|-------|--------|
| `ProvinceViewFilter.scala` | Takes proto `Province`/`GameState`, returns proto `ProvinceView` | Scala `ProvinceViewT` model |
| `GameStateViewFilter.scala` | Uses proto types throughout | Depends on `ProvinceViewT` |
| `GameStateViewDiffer.scala` | Works with view protos | Depends on `ProvinceViewT` |
**Blocked Actions**:
- `EndBattleAftermathPhaseAction` - uses `ProvinceViewFilter` for `revelationChange`, requires lazy proto conversion
- `PerformReconResolutionAction` - uses `ProvinceViewFilter` for reconned provinces
- `GameStateFactionExtensions` - uses `ProvinceViewFilter` for `updatedReconnedProvinces`
**Solution**: Create Scala `ProvinceViewT` (and possibly `ProvinceViewC`) that mirrors the proto `ProvinceView`. Then create a protoless `ProvinceViewFilter` that operates on Scala types. The proto version can delegate to the Scala version + convert, or we maintain both during transition.
---
## Phase 8: Verify Boundaries
### Objective
Confirm protos are used correctly at boundaries — and ONLY there.
### Expected Proto Usage (Keep)
- `EagleServiceImpl.scala` - gRPC boundary
- `InMemoryHistory.scala` / `PersistedHistory.scala` - Persistence boundary
- `*Converter.scala` - Explicit conversion utilities
- `*Loader.scala` - File loading utilities
### Expected No Proto Usage (Verify)
- `/library/actions/impl/` - Pure Scala models
- `/library/util/` - Pure Scala models (except loaders)
- `/model/state/` - Pure Scala models
---
## Open Questions
1. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
2. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
3. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Views need Scala models (`ProvinceViewT`, etc.) to allow actions like `EndBattleAftermathPhaseAction` to be fully protoless. The Scala views would be converted to proto only at the gRPC boundary when sending updates to clients.
---
## Success Criteria
### Code Quality
- [ ] Zero proto imports in `/library/actions/` (except boundaries)
- [ ] Zero proto imports in `/library/` utilities (except loaders)
- [ ] `GameStateT` used throughout engine internals
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters, persistence
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [ ] No "proto creep" into business logic
Binary file not shown.
+1
View File
@@ -9,6 +9,7 @@ require (
github.com/aws/aws-sdk-go-v2/config v1.28.10
github.com/aws/aws-sdk-go-v2/credentials v1.17.51
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
+2
View File
@@ -40,6 +40,8 @@ github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
golang.org/x/text v0.25.0/go.mod h1:WEdwpYrmk1qmdHvhkSTNPm3app7v4rsT8F2UD6+VHIA=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
google.golang.org/grpc v1.68.0 h1:aHQeeJbo8zAkAa3pRzrVjZlbz6uSfeOXlJNQM0RAbz0=
google.golang.org/grpc v1.68.0/go.mod h1:fmSPC5AsjSBCK54MyHRx48kpOti1/jRfOlwEWywNjWA=
google.golang.org/protobuf v1.26.0-rc.1 h1:7QnIQpGRHE5RnLKnESfDoxm2dTapTZua5a0kS0A+VXQ=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
+102 -12
View File
@@ -1,9 +1,10 @@
{
"__AUTOGENERATED_FILE_DO_NOT_MODIFY_THIS_FILE_MANUALLY": "THERE_IS_NO_DATA_ONLY_ZUUL",
"__INPUT_ARTIFACTS_HASH": 571423113,
"__RESOLVED_ARTIFACTS_HASH": 438039003,
"__INPUT_ARTIFACTS_HASH": 289080209,
"__RESOLVED_ARTIFACTS_HASH": -131178107,
"conflict_resolution": {
"com.google.guava:failureaccess:1.0.1": "com.google.guava:failureaccess:1.0.2",
"com.squareup.okio:okio:2.10.0": "com.squareup.okio:okio:3.6.0",
"io.netty:netty-buffer:4.1.110.Final": "io.netty:netty-buffer:4.1.112.Final",
"io.netty:netty-codec-http2:4.1.110.Final": "io.netty:netty-codec-http2:4.1.112.Final",
"io.netty:netty-codec-http:4.1.110.Final": "io.netty:netty-codec-http:4.1.112.Final",
@@ -155,6 +156,18 @@
},
"version": "1.4.2"
},
"com.squareup.okhttp3:okhttp": {
"shasums": {
"jar": "b1050081b14bb7a3a7e55a4d3ef01b5dcfabc453b4573a4fc019767191d5f4e0"
},
"version": "4.12.0"
},
"com.squareup.okhttp3:okhttp-sse": {
"shasums": {
"jar": "bff4fbcaef7aac2d910d4ff46dafaa4e6d15da127df6bac97216da46943a7d4c"
},
"version": "4.12.0"
},
"com.squareup.okhttp:okhttp": {
"shasums": {
"jar": "88ac9fd1bb51f82bcc664cc1eb9c225c90dc4389d660231b4cc737bebfe7d0aa"
@@ -163,9 +176,15 @@
},
"com.squareup.okio:okio": {
"shasums": {
"jar": "a27f091d34aa452e37227e2cfa85809f29012a8ef2501a9b5a125a978e4fcbc1"
"jar": "8e63292e5c53bb93c4a6b0c213e79f15990fed250c1340f1c343880e1c9c39b5"
},
"version": "2.10.0"
"version": "3.6.0"
},
"com.squareup.okio:okio-jvm": {
"shasums": {
"jar": "67543f0736fc422ae927ed0e504b98bc5e269fda0d3500579337cb713da28412"
},
"version": "3.6.0"
},
"com.thesamet.scalapb:compilerplugin_3": {
"shasums": {
@@ -444,15 +463,27 @@
},
"org.jetbrains.kotlin:kotlin-stdlib": {
"shasums": {
"jar": "b8ab1da5cdc89cb084d41e1f28f20a42bd431538642a5741c52bbfae3fa3e656"
"jar": "55e989c512b80907799f854309f3bc7782c5b3d13932442d0379d5c472711504"
},
"version": "1.4.20"
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-common": {
"shasums": {
"jar": "a7112c9b3cefee418286c9c9372f7af992bd1e6e030691d52f60cb36dbec8320"
"jar": "cde3341ba18a2ba262b0b7cf6c55b20c90e8d434e42c9a13e6a3f770db965a88"
},
"version": "1.4.20"
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-jdk7": {
"shasums": {
"jar": "ac6361bf9ad1ed382c2103d9712c47cdec166232b4903ed596e8876b0681c9b7"
},
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-jdk8": {
"shasums": {
"jar": "a4c74d94d64ce1abe53760fe0389dd941f6fc558d0dab35e47c085a11ec80f28"
},
"version": "1.9.10"
},
"org.jetbrains:annotations": {
"shasums": {
@@ -779,12 +810,23 @@
"org.checkerframework:checker-qual",
"org.ow2.asm:asm"
],
"com.squareup.okhttp3:okhttp": [
"com.squareup.okio:okio",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.squareup.okhttp3:okhttp-sse": [
"com.squareup.okhttp3:okhttp",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.squareup.okhttp:okhttp": [
"com.squareup.okio:okio"
],
"com.squareup.okio:okio": [
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-common"
"com.squareup.okio:okio-jvm"
],
"com.squareup.okio:okio-jvm": [
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.thesamet.scalapb:compilerplugin_3": [
"com.google.protobuf:protobuf-java",
@@ -992,6 +1034,13 @@
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains:annotations"
],
"org.jetbrains.kotlin:kotlin-stdlib-jdk7": [
"org.jetbrains.kotlin:kotlin-stdlib"
],
"org.jetbrains.kotlin:kotlin-stdlib-jdk8": [
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-jdk7"
],
"org.json4s:json4s-ast_3": [
"org.scala-lang:scala3-library_3"
],
@@ -1451,6 +1500,29 @@
"com.google.truth:truth": [
"com.google.common.truth"
],
"com.squareup.okhttp3:okhttp": [
"okhttp3",
"okhttp3.internal",
"okhttp3.internal.authenticator",
"okhttp3.internal.cache",
"okhttp3.internal.cache2",
"okhttp3.internal.concurrent",
"okhttp3.internal.connection",
"okhttp3.internal.http",
"okhttp3.internal.http1",
"okhttp3.internal.http2",
"okhttp3.internal.io",
"okhttp3.internal.platform",
"okhttp3.internal.platform.android",
"okhttp3.internal.proxy",
"okhttp3.internal.publicsuffix",
"okhttp3.internal.tls",
"okhttp3.internal.ws"
],
"com.squareup.okhttp3:okhttp-sse": [
"okhttp3.internal.sse",
"okhttp3.sse"
],
"com.squareup.okhttp:okhttp": [
"com.squareup.okhttp",
"com.squareup.okhttp.internal",
@@ -1459,7 +1531,7 @@
"com.squareup.okhttp.internal.io",
"com.squareup.okhttp.internal.tls"
],
"com.squareup.okio:okio": [
"com.squareup.okio:okio-jvm": [
"okio",
"okio.internal"
],
@@ -1814,6 +1886,7 @@
"kotlin.annotation",
"kotlin.collections",
"kotlin.collections.builders",
"kotlin.collections.jdk8",
"kotlin.collections.unsigned",
"kotlin.comparisons",
"kotlin.concurrent",
@@ -1822,24 +1895,36 @@
"kotlin.coroutines.cancellation",
"kotlin.coroutines.intrinsics",
"kotlin.coroutines.jvm.internal",
"kotlin.enums",
"kotlin.experimental",
"kotlin.internal",
"kotlin.internal.jdk7",
"kotlin.internal.jdk8",
"kotlin.io",
"kotlin.io.encoding",
"kotlin.io.path",
"kotlin.jdk7",
"kotlin.js",
"kotlin.jvm",
"kotlin.jvm.functions",
"kotlin.jvm.internal",
"kotlin.jvm.internal.markers",
"kotlin.jvm.internal.unsafe",
"kotlin.jvm.jdk8",
"kotlin.jvm.optionals",
"kotlin.math",
"kotlin.properties",
"kotlin.random",
"kotlin.random.jdk8",
"kotlin.ranges",
"kotlin.reflect",
"kotlin.sequences",
"kotlin.streams.jdk8",
"kotlin.system",
"kotlin.text",
"kotlin.time"
"kotlin.text.jdk8",
"kotlin.time",
"kotlin.time.jdk8"
],
"org.jetbrains:annotations": [
"org.intellij.lang.annotations",
@@ -2270,8 +2355,11 @@
"com.google.protobuf:protobuf-java",
"com.google.re2j:re2j",
"com.google.truth:truth",
"com.squareup.okhttp3:okhttp",
"com.squareup.okhttp3:okhttp-sse",
"com.squareup.okhttp:okhttp",
"com.squareup.okio:okio",
"com.squareup.okio:okio-jvm",
"com.thesamet.scalapb:compilerplugin_3",
"com.thesamet.scalapb:lenses_3",
"com.thesamet.scalapb:protoc-bridge_2.13",
@@ -2324,6 +2412,8 @@
"org.hamcrest:hamcrest-core",
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains.kotlin:kotlin-stdlib-jdk7",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8",
"org.jetbrains:annotations",
"org.json4s:json4s-ast_3",
"org.json4s:json4s-core_3",
+3 -2
View File
@@ -3,7 +3,8 @@
set -euxo pipefail
/bin/echo "building darwin bundle"
bazel build --noincompatible_enable_cc_toolchain_resolution @net_eagle0_unity_godice//darwin/framework:DarwinGodiceBundle
/usr/bin/unzip -o bazel-bin/external/net_eagle0_unity_godice/darwin/framework/DarwinGodiceBundle.zip -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
bazel build --config=mactools @net_eagle0_unity_godice//darwin/framework:DarwinGodiceBundle
ZIP_LOCATION=$(bazel cquery --config=mactools --output=files @net_eagle0_unity_godice//darwin/framework:DarwinGodiceBundle 2>/dev/null)
/usr/bin/unzip -o $ZIP_LOCATION -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
/usr/bin/plutil -convert xml1 src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/DarwinGodiceBundle.bundle/Contents/Info.plist
+3 -2
View File
@@ -5,8 +5,9 @@ set -euxo pipefail
/bin/echo "build plugins"
/bin/echo "building darwin bundle"
bazel build --noincompatible_enable_cc_toolchain_resolution @net_eagle0_unity_godice//darwin/framework:DarwinGodiceBundle
/usr/bin/unzip -o bazel-bin/external/net_eagle0_unity_godice/darwin/framework/DarwinGodiceBundle.zip -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
bazel build --config=mactools @net_eagle0_unity_godice//darwin/framework:DarwinGodiceBundle
ZIP_LOCATION=$(bazel cquery --config=mactools --output=files @net_eagle0_unity_godice//darwin/framework:DarwinGodiceBundle 2>/dev/null)
/usr/bin/unzip -o $ZIP_LOCATION -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
/usr/bin/plutil -convert xml1 src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/DarwinGodiceBundle.bundle/Contents/Info.plist
+4 -2
View File
@@ -1,8 +1,10 @@
#!/usr/bin/env bash
curl -L "https://docs.google.com/spreadsheets/d/1pv-WMXReccddPwev_YG9IXEGznuGHrYjNNEZ0Rb-ZhM/export?gid=0&format=tsv" > src/main/resources/net/eagle0/shardok/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1p6I5nUMcoAPHIcqikVgbBCFVnqN9dpOEVClbS_wOI7M/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pv-WMXReccddPwev_YG9IXEGznuGHrYjNNEZ0Rb-ZhM/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/shardok/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1p6I5nUMcoAPHIcqikVgbBCFVnqN9dpOEVClbS_wOI7M/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/settings.tsv
bazel run //src/main/go/net/eagle0/build/settings_generator:settings_generator -- \
${PWD}/src/main/resources/net/eagle0/eagle/settings.tsv \
${PWD}/src/main/scala/net/eagle0/eagle/library/settings/
bazel run gazelle
+4 -4
View File
@@ -1,11 +1,11 @@
#!/usr/bin/env bash
curl -L "https://docs.google.com/spreadsheets/d/1DHEsiv4cY4gE6AX3sVH82K__mpBD1aznIYCQwQxA_F0/export?gid=0&format=tsv" > /tmp/names.tsv
curl -L "https://docs.google.com/spreadsheets/d/1DHEsiv4cY4gE6AX3sVH82K__mpBD1aznIYCQwQxA_F0/export?gid=0&format=tsv" | tr -d '\r' > /tmp/names.tsv
bazel run //src/main/scala/net/eagle0/util:name_list_checker -- /tmp/names.tsv > src/main/resources/net/eagle0/names.tsv
bazel run //src/main/scala/net/eagle0/util:name_list_json_maker -- /tmp/names.tsv > src/main/resources/net/eagle0/names.json
curl -L "https://docs.google.com/spreadsheets/d/1NhvG73HKyVE36yGpkV2oJiSIXoNqQOYTr5ArLnucYL0/export?gid=0&format=tsv" > src/main/resources/net/eagle0/shardok/battalionTypes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pNWiyxIks2wJ1v7jRLFD24zrKHG2AfhC-nkWmQKQGN4/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/heroes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1RUguq5eAQprsZwOOqiCc-1dg4Urc_6iJ6awZsFU4MeI/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/beasts.tsv
curl -L "https://docs.google.com/spreadsheets/d/1NhvG73HKyVE36yGpkV2oJiSIXoNqQOYTr5ArLnucYL0/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/shardok/battalionTypes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pNWiyxIks2wJ1v7jRLFD24zrKHG2AfhC-nkWmQKQGN4/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/heroes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1RUguq5eAQprsZwOOqiCc-1dg4Urc_6iJ6awZsFU4MeI/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/beasts.tsv
#curl -L "https://docs.google.com/spreadsheets/d/1Z-60cJ_N1IasvqpVb5awKEkIYznEeR2IZSdli47oW88/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/province_map.tsv
${PWD}/scripts/dlSettings.sh
+19
View File
@@ -0,0 +1,19 @@
#!/bin/bash
# Pre-commit hook wrapper for gazelle that fails if files are modified.
# This ensures BUILD files are in canonical format before committing.
set -e
# Run gazelle
bazel run //:gazelle 2>/dev/null
# Check if any BUILD files were modified
if ! git diff --quiet -- '*.bazel' '**/BUILD' 'WORKSPACE*'; then
echo ""
echo "ERROR: gazelle modified BUILD files. Please stage the changes and retry:"
echo ""
git diff --name-only -- '*.bazel' '**/BUILD' 'WORKSPACE*'
echo ""
echo "Run: git add -u && git commit"
exit 1
fi
@@ -14,6 +14,14 @@
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
// A deterministic random generator that returns values from a fixed sequence.
// Used for testing and MCTS simulation where we want specific, predictable outcomes.
//
// Values in the sequence are treated as [0, 1] probabilities that are returned
// by DoubleZeroToOne(). The normal percentile methods (including open-ended
// variants) work as usual, so callers must provide appropriate sequences.
// For example, to get an open-ended low result of -50, provide [0.02, 0.52]
// which produces: initial=2 (triggers open-ended), accumulated=52, final=2-52=-50
class SequenceRandomGenerator : public ::RandomGenerator {
private:
const std::vector<double> sequence;
@@ -5,6 +5,7 @@
#include "AbstractMCTSAI.hpp"
#include <algorithm>
#include <chrono>
#include <fstream>
#include <future>
#include <iomanip>
@@ -14,6 +15,8 @@
#include <stdexcept>
#include <thread>
#include "src/main/cpp/net/eagle0/common/mcts/util/TreeIndentUtil.hpp"
namespace shardok::mcts {
AbstractMCTSAI::AbstractMCTSAI(MCTSPlayerId playerId, MCTSConfig config)
@@ -82,7 +85,7 @@ auto AbstractMCTSAI::Search(
LogSearchResults(rootNode.get(), bestChild, result);
}
// Dump tree if requested
// Dump tree if explicitly requested via config
if (!config_.debugDumpPath.empty()) { DumpTreeToFile(rootNode.get(), config_.debugDumpPath); }
return result;
@@ -127,6 +130,37 @@ auto AbstractMCTSAI::BuildMCTSTree(
// Initialize action counter
root->totalActions = rootActions.size();
// CRITICAL: Do at least one expansion before entering the time-bounded loop.
// This ensures we always have at least one child to return, even if the deadline
// has already passed (e.g., due to debugger pause, system load, etc.)
{
auto* selected = MCTSSelection(root.get());
const bool selectedIsRoot = (selected == root.get());
const size_t childrenBeforeExpansion = root->children.size();
if (selected) {
auto* expanded = MCTSExpansion(selected, engine);
const double reward =
MCTSSimulation(engine, *expanded->gameState, playerId_, expanded->playerFlips);
MCTSBackpropagation(expanded, reward, config_.backpropagationPolicy);
}
// Verify we actually have at least one child after the initial expansion
if (root->children.empty()) {
throw MCTSInternalError(
"MCTS BuildMCTSTree: Initial expansion failed to produce any children. "
"totalActions=" +
std::to_string(root->totalActions) +
", selected=" + (selected ? "non-null" : "null") +
", selectedIsRoot=" + (selectedIsRoot ? "true" : "false") +
", childrenBefore=" + std::to_string(childrenBeforeExpansion) +
", childrenAfter=" + std::to_string(root->children.size()) +
", root->CanExpand()=" + (root->CanExpand() ? "true" : "false") +
", root->nextUntriedActionIndex=" +
std::to_string(root->nextUntriedActionIndex));
}
}
std::atomic<int> iterations{0};
if (config_.useMultithreading && config_.numThreads > 1) {
@@ -203,11 +237,27 @@ auto AbstractMCTSAI::BuildMCTSTree(
auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
MCTSNode* current = root;
while (!current->isTerminal && current->depth < config_.maxTreeDepth) {
while (current->depth < config_.maxTreeDepth) {
// Check expansion FIRST - allows expanding "terminal" nodes that still have
// untried actions (e.g., final round where we need to pick an action)
if (current->CanExpand()) {
return current; // Node has untried actions
} else if (!current->children.empty()) {
current = current->GetBestChild(config_.explorationConstant);
return current; // Node has untried actions/outcomes
}
// Only after expansion check: stop if terminal and fully expanded
if (current->isTerminal) {
break; // Terminal and no more actions to try
}
if (!current->children.empty()) {
// Choose child based on node type
if (current->IsChanceNode()) {
// Chance nodes: select outcome proportional to probability
current = current->GetBestChanceChild();
} else {
// Decision nodes: select using UCB1
current = current->GetBestChild(config_.explorationConstant);
}
if (!current) break;
} else {
break; // Leaf node
@@ -219,10 +269,109 @@ auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine) const
-> MCTSNode* {
if (!node->CanExpand() || node->isTerminal) {
// Only skip if we truly can't expand. Allow expansion even if "terminal" as long as
// there are untried actions (e.g., final round where we need to pick an action).
if (!node->CanExpand()) {
return node; // Nothing to expand
}
// Handle chance node expansion (expanding outcomes)
if (node->IsChanceNode()) {
// Chance nodes expand their outcome children
// This should have been set up when the chance node was created
if (node->outcomeProbabilities.empty()) {
throw MCTSInternalError(
"Chance node has no outcome probabilities - this indicates a bug");
}
const size_t outcomeIndex = node->nextUntriedActionIndex++;
if (outcomeIndex >= node->outcomeProbabilities.size()) {
throw MCTSInternalError(
"Chance node outcomeIndex >= outcomeProbabilities.size() - bug in expansion");
}
// The chance node's action should be the binary action
if (!node->action) {
throw MCTSInternalError("Chance node has no action - this indicates a bug");
}
// Apply the action with the representative roll for this outcome
// Outcome 0 = success, Outcome 1 = failure
// Use the representative roll for this specific outcome
const double representativeRoll = node->outcomeRolls[outcomeIndex];
auto newState = engine.applyAction(*node->gameState, *node->action, representativeRoll);
if (!newState) {
throw MCTSInternalError(
"MCTS expansion: engine.applyAction() returned nullptr for chance node "
"outcome - this indicates a game engine error");
}
// Determine if player changed
const MCTSPlayerId newPlayerId = newState->currentPlayerId();
const bool playerChanged = (newPlayerId != node->playerId);
// Calculate player flips and maximizing status
const int newPlayerFlips = node->playerFlips + (playerChanged ? 1 : 0);
const bool newIsMaximizing = (newPlayerId == playerId_);
// Create outcome child (decision node)
auto outcomeChild = std::make_unique<MCTSNode>(
node->action->clone(),
std::move(newState),
newPlayerId,
node->depth + 1,
outcomeIndex,
newPlayerFlips,
newIsMaximizing,
node->actionWeight); // Inherit action weight from chance node
// Set up outcome child's actions if not terminal
const bool shouldExpand =
!outcomeChild->isTerminal && node->playerFlips <= config_.maxPlayerFlips;
if (shouldExpand) {
const auto childActions = engine.getLegalActions(
*outcomeChild->gameState,
playerId_,
newPlayerFlips,
config_.maxPlayerFlips);
outcomeChild->totalActions = childActions.size();
}
// Calculate scores
outcomeChild->immediateScore = engine.evaluateState(*outcomeChild->gameState, playerId_);
outcomeChild->lookaheadScore = outcomeChild->immediateScore;
// Set parent and add to children
outcomeChild->parent = node;
node->children.push_back(std::move(outcomeChild));
// Update chance node's immediate score to expected value of expanded outcomes
// This corrects the initial value (which incorrectly used parent state) and ensures
// fair UCB comparison with non-chance actions like END_TURN
{
double expectedImmediate = 0.0;
double totalProbability = 0.0;
for (size_t i = 0; i < node->children.size(); i++) {
const double prob = node->outcomeProbabilities[i];
const double childImmediate = node->children[i]->immediateScore;
expectedImmediate += prob * childImmediate;
totalProbability += prob;
}
// Normalize by total probability of expanded outcomes
if (totalProbability > 0.0) {
node->immediateScore = expectedImmediate / totalProbability;
// CRITICAL: Always update lookaheadScore to the expected value.
// Without this, chance nodes keep their initial lookaheadScore from the parent
// state (before the action), while regular actions use the child state (after).
// This gives chance nodes an unfair initial UCB advantage.
node->lookaheadScore = node->immediateScore;
}
}
return node->children.back().get();
}
// Handle decision node expansion (expanding actions)
// Get next action to expand (sequential order)
const size_t actionIndex = node->nextUntriedActionIndex++;
@@ -250,6 +399,49 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
const double actionWeight =
actionIndex < actionWeights.size() ? actionWeights[actionIndex] : 1.0;
// Check if this action requires a chance node
if (action->requiresChanceNode()) {
// Create intermediate chance node
auto chanceNode = std::make_unique<MCTSNode>(
action->clone(),
node->gameState->clone(), // Chance node has same state as parent
node->playerId,
node->depth + 1,
actionIndex,
node->playerFlips,
node->isMaximizingPlayer,
actionWeight);
chanceNode->nodeType = NodeType::CHANCE;
// Get outcome information from engine
const auto outcomeInfo = engine.getBinaryOutcomeInfo(*node->gameState, *action);
// Set up outcome metadata (2 outcomes for binary actions)
chanceNode->outcomeProbabilities = outcomeInfo.getProbabilities();
chanceNode->outcomeRolls = outcomeInfo.getRepresentativeRolls();
chanceNode->totalActions = 2; // Binary: success and failure
// Chance node immediate score will be computed as expected value during backpropagation
// For now, initialize to parent's score as a reasonable default
chanceNode->immediateScore = engine.evaluateState(*node->gameState, playerId_);
chanceNode->lookaheadScore = chanceNode->immediateScore;
// Set parent and add to children
chanceNode->parent = node;
node->children.push_back(std::move(chanceNode));
// CRITICAL: Immediately expand the first outcome and return that instead.
// If we returned the chance node itself, MCTSSimulation would run on the parent state
// (since chance nodes have parent's gameState), which is wrong. We need to simulate
// from an actual outcome state.
//
// Note: This recursion is bounded because outcome children are decision nodes,
// not chance nodes, so the recursion goes exactly one level deep.
return MCTSExpansion(node->children.back().get(), engine);
}
// Regular (non-chance) action: create decision node directly
auto newState = engine.applyAction(*node->gameState, *action);
if (!newState) {
throw MCTSInternalError(
@@ -405,8 +597,45 @@ auto AbstractMCTSAI::MCTSBackpropagation(
node->totalReward += reward;
node->averageReward = node->totalReward / node->visitCount;
// Update lookahead score based on strategy
if (useMinimaxBackup && !node->children.empty()) {
// Update lookahead score based on node type and strategy
if (node->IsChanceNode() && !node->children.empty()) {
// Chance nodes: compute expected value (weighted average of outcomes)
// lookaheadScore = sum(probability[i] * childValue[i])
double expectedValue = 0.0;
double totalProbability = 0.0;
int visitedChildCount = 0;
for (size_t i = 0; i < node->children.size(); i++) {
const auto& child = node->children[i];
if (child->visitCount == 0) continue; // Unvisited outcomes don't contribute
const double probability = node->outcomeProbabilities[i];
const double childValue = child->lookaheadScore;
expectedValue += probability * childValue;
totalProbability += probability;
visitedChildCount++;
}
// Use expected value if we have visited outcomes, else use average
if (visitedChildCount > 0) {
// CRITICAL: Normalize by total probability to get correct expected value
// when not all outcomes have been visited yet
if (totalProbability > 0.0 && totalProbability < 1.0) {
// Normalize to account for unvisited outcomes
// This gives the correct expected value among visited outcomes
expectedValue /= totalProbability;
}
node->lookaheadScore = expectedValue;
} else {
// No outcomes visited yet, fall back to average
if (node->visitCount == 1) {
node->lookaheadScore = reward;
} else {
const double alpha = 1.0 / node->visitCount;
node->lookaheadScore = (1.0 - alpha) * node->lookaheadScore + alpha * reward;
}
}
} else if (useMinimaxBackup && !node->children.empty()) {
// Minimax backup: use best/worst child value for adversarial games
// The operation (MAX or MIN) depends on whose turn it is at THIS node
// - If this node is root player's turn: root chooses MAX (best for root)
@@ -687,24 +916,6 @@ auto AbstractMCTSAI::LogSearchResults(
result.nodesEvaluated,
rootNode->visitCount);
// Helper to check if a node is a "chance parent" - all children have the same action
// This indicates the children represent different probabilistic outcomes of the same action
auto isChanceParent = [](const MCTSNode* node) -> bool {
if (!node || node->children.size() < 2) return false;
const std::string* firstDesc = nullptr;
for (const auto& child : node->children) {
if (child->isRedundant) continue;
if (!child->action) return false;
const auto& desc = child->action->getDescription();
if (!firstDesc) {
firstDesc = &desc;
} else if (*firstDesc != desc) {
return false; // Different actions = not a chance node
}
}
return true;
};
// Log best sequence from chosen action (following most-visited path)
std::vector<const MCTSNode*> bestSequence;
bestSequence.reserve(10);
@@ -734,34 +945,26 @@ auto AbstractMCTSAI::LogSearchResults(
for (size_t i = 0; i < bestSequence.size(); ++i) {
const auto* node = bestSequence[i];
// Check if this node's parent was a chance node - if so, skip displaying this
// outcome node separately since we already consolidated it with the action
if (i > 0 && node->parent && isChanceParent(node->parent)) {
// This is an outcome of a chance node - already displayed, skip
continue;
}
// Skip outcome nodes (children of chance nodes) - they're displayed with their parent
if (i > 0 && node->parent && node->parent->IsChanceNode()) { continue; }
displayedStep++;
printf(" %d.", displayedStep);
if (node->action) { printf(" %s", node->action->getDescription().c_str()); }
// Check if this node is a chance parent (has multiple outcome children)
if (isChanceParent(node)) {
// Collect outcome information
std::vector<std::pair<double, double>> outcomes; // (weight, lookahead)
double totalWeight = 0;
for (const auto& child : node->children) {
if (child->isRedundant) continue;
outcomes.emplace_back(child->actionWeight, child->lookaheadScore);
totalWeight += child->actionWeight;
// If this is a chance node, display outcome probabilities and scores
if (node->IsChanceNode() && !node->outcomeProbabilities.empty()) {
printf(" [");
for (size_t j = 0; j < node->outcomeProbabilities.size(); ++j) {
if (j > 0) printf(", ");
const double prob = node->outcomeProbabilities[j] * 100;
// Show lookahead score for each outcome if child exists
if (j < node->children.size() && node->children[j]->visitCount > 0) {
printf("%.0f%%->%.1f", prob, node->children[j]->lookaheadScore);
} else {
printf("%.0f%%->?", prob);
}
}
printf(" [%zu outcomes:", outcomes.size());
for (size_t j = 0; j < std::min(outcomes.size(), size_t(3)); ++j) {
const double pct =
totalWeight > 0 ? (outcomes[j].first / totalWeight * 100) : 0;
printf(" %.0f%%->%.1f", pct, outcomes[j].second);
}
if (outcomes.size() > 3) printf(" ...");
printf("]");
}
@@ -771,9 +974,10 @@ auto AbstractMCTSAI::LogSearchResults(
node->lookaheadScore);
// For non-root nodes in the sequence, show what the top alternatives were
// Skip showing alternatives for chance outcome nodes (parent was chance)
// Skip showing alternatives for chance nodes (they have outcome children, not action
// alternatives)
if (i > 0 && node->parent && !node->parent->children.empty() &&
!isChanceParent(node->parent)) {
!node->parent->IsChanceNode()) {
// Collect all siblings (including this node) and sort by visit count
std::vector<const MCTSNode*> siblings;
siblings.reserve(node->parent->children.size());
@@ -849,17 +1053,14 @@ auto AbstractMCTSAI::DumpNodeRecursive(
if (!node) return;
// Create indent string
std::string indent;
for (int i = 0; i < indentLevel; ++i) {
if (i == indentLevel - 1) {
indent += isLastChild ? "└─ " : "├─ ";
} else {
indent += " ";
}
}
const std::string indent = ::mcts::util::BuildTreeIndent(indentLevel, isLastChild);
// Write node information
out << indent;
// Show node type for chance nodes
if (node->IsChanceNode()) { out << "[CHANCE] "; }
if (node->action) {
out << node->action->getDescription();
} else {
@@ -878,6 +1079,21 @@ auto AbstractMCTSAI::DumpNodeRecursive(
if (node->isTerminal) { out << ", TERMINAL"; }
out << ")\n";
// Show outcome probabilities and rolls for chance nodes
if (node->IsChanceNode() && !node->outcomeProbabilities.empty()) {
const std::string outcomeIndent = ::mcts::util::ConvertBranchToContinuation(indent);
out << outcomeIndent << " Outcomes: ";
for (size_t i = 0; i < node->outcomeProbabilities.size(); ++i) {
if (i > 0) out << ", ";
out << "[" << i << "] p=" << std::fixed << std::setprecision(3)
<< node->outcomeProbabilities[i];
if (i < node->outcomeRolls.size()) {
out << " roll=" << std::fixed << std::setprecision(1) << node->outcomeRolls[i];
}
}
out << "\n";
}
// Recursively dump children
if (!node->children.empty()) {
for (size_t i = 0; i < node->children.size(); ++i) {
@@ -86,6 +86,7 @@ cc_library(
":mcts_game_state",
":mcts_node",
":mcts_types",
"//src/main/cpp/net/eagle0/common/mcts/util:tree_indent_util",
],
)
@@ -27,6 +27,11 @@ public:
// Check if two actions are equivalent
[[nodiscard]] virtual bool equals(const MCTSAction& other) const = 0;
// Check if this action requires a chance node (binary success/failure outcome)
// Examples: START_FIRE, RAISE_DEAD, EXTINGUISH_FIRE
// If true, the game engine should provide outcome probabilities
[[nodiscard]] virtual bool requiresChanceNode() const = 0;
};
} // namespace mcts
@@ -16,15 +16,50 @@
namespace shardok {
namespace mcts {
// Information about chance outcomes (supports both binary and multi-outcome)
struct ChanceOutcomeInfo {
std::vector<double> probabilities; // Probability of each outcome (must sum to 1.0)
std::vector<double> rolls; // Roll values for each outcome
// Factory for binary success/failure outcomes (e.g., START_FIRE)
[[nodiscard]] static ChanceOutcomeInfo binary(double successProbability) {
// -100: triggers open-ended low sequence, succeeds against any threshold
// 150: triggers open-ended high sequence, fails against any threshold
return {{successProbability, 1.0 - successProbability}, {-100.0, 150.0}};
}
// Factory for multi-outcome with fixed seeds (e.g., END_TURN)
// Uses uniformly distributed roll values to sample different random outcomes
[[nodiscard]] static ChanceOutcomeInfo multiOutcome(int numOutcomes) {
std::vector<double> probs(numOutcomes, 1.0 / numOutcomes);
std::vector<double> rollValues;
rollValues.reserve(numOutcomes);
// Spread rolls across the percentile range: 10, 30, 50, 70, 90 for 5 outcomes
for (int i = 0; i < numOutcomes; ++i) {
rollValues.push_back(10.0 + (80.0 * i) / (numOutcomes - 1));
}
return {probs, rollValues};
}
[[nodiscard]] const std::vector<double>& getRepresentativeRolls() const { return rolls; }
[[nodiscard]] const std::vector<double>& getProbabilities() const { return probabilities; }
};
// Backward compatibility alias
using BinaryOutcomeInfo = ChanceOutcomeInfo;
// Abstract interface for game engines
class MCTSGameEngine {
public:
virtual ~MCTSGameEngine() = default;
// Apply an action to a state and return the resulting state
// If deterministicRoll is provided (0.0-100.0), use that for any random outcomes
[[nodiscard]] virtual std::unique_ptr<MCTSGameState> applyAction(
const MCTSGameState& state,
const MCTSAction& action) const = 0;
const MCTSAction& action,
double deterministicRoll = -1.0) const = 0;
// Apply an action to a mutable state in-place (for efficient simulation)
// Default: clone, apply, and move the result back
@@ -111,6 +146,13 @@ public:
(void)state; // Suppress unused parameter warning
return filteredIndex;
}
// Get binary outcome information for an action that requires a chance node
// Only called for actions where action.requiresChanceNode() returns true
// Returns success probability for binary success/failure actions
[[nodiscard]] virtual BinaryOutcomeInfo getBinaryOutcomeInfo(
const MCTSGameState& state,
const MCTSAction& action) const = 0;
};
} // namespace mcts
@@ -17,8 +17,16 @@
namespace shardok {
namespace mcts {
// Node type for MCTS tree
enum class NodeType {
DECISION, // Player chooses an action (standard MCTS node)
CHANCE // Nature determines outcome (for probabilistic actions)
};
// Abstract MCTS Node structure
struct MCTSNode {
// Node type
NodeType nodeType = NodeType::DECISION;
// Action information
std::unique_ptr<MCTSAction> action; // The action that led to this node (null for root)
size_t actionIndex = SIZE_MAX; // Index in the original actions array (SIZE_MAX for root)
@@ -43,6 +51,10 @@ struct MCTSNode {
size_t totalActions = 0; // Total number of available actions
MCTSNode* parent = nullptr;
// Chance node specific fields (only used when nodeType == CHANCE)
std::vector<double> outcomeProbabilities; // Probability of each outcome
std::vector<double> outcomeRolls; // Representative roll for each outcome
// Game context
MCTSPlayerId playerId;
int depth = 0;
@@ -136,6 +148,40 @@ struct MCTSNode {
// Check if this node can be expanded
[[nodiscard]] bool CanExpand() const { return nextUntriedActionIndex < totalActions; }
// Check if this is a chance node
[[nodiscard]] bool IsChanceNode() const { return nodeType == NodeType::CHANCE; }
// Check if this is a decision node
[[nodiscard]] bool IsDecisionNode() const { return nodeType == NodeType::DECISION; }
// Get best child from chance node (probability-weighted selection)
// For chance nodes, we want to explore outcomes proportionally to their probability
[[nodiscard]] MCTSNode* GetBestChanceChild() const {
if (children.empty() || !IsChanceNode()) return nullptr;
// Find the outcome that is most under-explored relative to its probability
// Expected visits for outcome i: total_visits * probability[i]
// Actual visits: child[i]->visitCount
// Deficit: expected - actual
size_t bestIndex = 0;
double bestDeficit = -std::numeric_limits<double>::max();
for (size_t i = 0; i < children.size(); i++) {
if (!children[i] || children[i]->isRedundant) continue;
const double expectedVisits = visitCount * outcomeProbabilities[i];
const double actualVisits = static_cast<double>(children[i]->visitCount);
const double deficit = expectedVisits - actualVisits;
if (deficit > bestDeficit) {
bestDeficit = deficit;
bestIndex = i;
}
}
return children[bestIndex].get();
}
// Get best child based on UCB1
[[nodiscard]] MCTSNode* GetBestChild(const double explorationConstant) const {
if (children.empty()) return nullptr;
@@ -0,0 +1,8 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
cc_library(
name = "tree_indent_util",
srcs = ["TreeIndentUtil.cpp"],
hdrs = ["TreeIndentUtil.hpp"],
visibility = ["//visibility:public"],
)
@@ -0,0 +1,53 @@
//
// Utility functions for processing tree indentation with UTF-8 box drawing characters
//
#include "TreeIndentUtil.hpp"
namespace mcts::util {
namespace {
// Box drawing characters for tree visualization
constexpr const char* kBranch = "\xE2\x94\x9C"; // ├
constexpr const char* kCorner = "\xE2\x94\x94"; // └
constexpr const char* kVertical = "\xE2\x94\x82"; // │
constexpr const char* kHorizontal = "\xE2\x94\x80"; // ─
} // namespace
std::string BuildTreeIndent(int indentLevel, bool isLastChild) {
std::string indent;
for (int i = 0; i < indentLevel; ++i) {
if (i == indentLevel - 1) {
indent += isLastChild ? kCorner : kBranch;
indent += kHorizontal;
indent += " ";
} else {
indent += " ";
}
}
return indent;
}
std::string ConvertBranchToContinuation(const std::string& indent) {
std::string result = indent;
const std::string replacement = std::string(kVertical) + " ";
// Replace ├ and └ with │
size_t pos = 0;
while ((pos = result.find(kBranch, pos)) != std::string::npos) {
result.replace(pos, 3, replacement); // UTF-8 chars are 3 bytes
pos += replacement.size();
}
pos = 0;
while ((pos = result.find(kCorner, pos)) != std::string::npos) {
result.replace(pos, 3, replacement);
pos += replacement.size();
}
return result;
}
} // namespace mcts::util
@@ -0,0 +1,22 @@
//
// Utility functions for processing tree indentation with UTF-8 box drawing characters
//
#ifndef EAGLE0_TREE_INDENT_UTIL_HPP
#define EAGLE0_TREE_INDENT_UTIL_HPP
#include <string>
namespace mcts::util {
// Builds tree indentation string for a node at a given depth
// Returns string like " ├─ " or " └─ " with proper spacing
std::string BuildTreeIndent(int indentLevel, bool isLastChild);
// Converts tree branch characters (├ and └) to continuation lines (│) for sub-content
// This preserves the tree structure when displaying additional info below a node
std::string ConvertBranchToContinuation(const std::string& indent);
} // namespace mcts::util
#endif // EAGLE0_TREE_INDENT_UTIL_HPP
@@ -10,6 +10,16 @@
#define DEBUG_FLEE_DECISIONS
// Enable to dump game state and debug tree to /tmp for debugging
// #define ENABLE_MCTS_DEBUG_DUMP
#ifdef ENABLE_MCTS_DEBUG_DUMP
#include <chrono>
#include <fstream>
#include <iomanip>
#include <sstream>
#endif
#include "AIAttackerStrategySelector.hpp"
#include "AIConfig.hpp"
#include "AIDefenderStrategySelector.hpp"
@@ -208,6 +218,37 @@ auto ShardokAIClient::StandardChooseCommandIndex(
IterativeDeepeningAI::SearchResult search_result;
if (aiAlgorithmType == AIAlgorithmType::MCTS) {
#ifdef ENABLE_MCTS_DEBUG_DUMP
// Set unique debug dump path for each action using timestamp
const auto now = std::chrono::system_clock::now();
const auto nowTime = std::chrono::system_clock::to_time_t(now);
const auto nowMs =
std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()) %
1000;
std::ostringstream pathStream;
pathStream << "/tmp/shardok_debug_"
<< std::put_time(std::localtime(&nowTime), "%Y%m%d_%H%M%S") << "_"
<< std::setfill('0') << std::setw(3) << nowMs.count() << "_p"
<< static_cast<int>(playerId) << ".txt";
adjustedMCTSConfig.debugDumpPath = pathStream.str();
// Also dump the game state to a file for reproduction
std::ostringstream statePathStream;
statePathStream << "/tmp/shardok_state_"
<< std::put_time(std::localtime(&nowTime), "%Y%m%d_%H%M%S") << "_"
<< std::setfill('0') << std::setw(3) << nowMs.count() << "_p"
<< static_cast<int>(playerId) << ".bin";
const std::string statePath = statePathStream.str();
// Write the flatbuffer game state to file using SaveTo method
if (guessedState.SaveTo(statePath)) {
printf("Game state dumped to: %s\n", statePath.c_str());
} else {
printf("Failed to dump game state to: %s\n", statePath.c_str());
}
#endif // ENABLE_MCTS_DEBUG_DUMP
// Using Monte Carlo Tree Search AI (with abstraction layer)
ShardokMCTSAI ai(
playerId,
@@ -32,6 +32,7 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
],
)
@@ -20,13 +20,15 @@ ShardokAction::ShardokAction(
PlayerId player,
int actorId,
int targetRow,
int targetCol)
int targetCol,
bool hasOdds)
: commandIndex_(index),
type_(type),
player_(player),
actorId_(actorId),
targetRow_(targetRow),
targetCol_(targetCol) {}
targetCol_(targetCol),
hasOdds_(hasOdds) {}
std::string ShardokAction::getDescription() const {
std::stringstream ss;
@@ -52,7 +54,8 @@ std::unique_ptr<MCTSAction> ShardokAction::clone() const {
player_,
actorId_,
targetRow_,
targetCol_);
targetCol_,
hasOdds_);
}
bool ShardokAction::equals(const MCTSAction& other) const {
@@ -63,4 +66,23 @@ bool ShardokAction::equals(const MCTSAction& other) const {
return commandIndex_ == shardokOther->commandIndex_;
}
bool ShardokAction::requiresChanceNode() const {
// Actions with probabilistic outcomes require chance nodes:
// 1. Binary success/failure actions (hasOdds_): START_FIRE, FEAR, etc.
// 2. END_TURN: random effects (fire spread, weather changes)
// 3. Combat actions: roll affects damage dealt (MELEE, ARCHERY, CHARGE, DUEL)
if (hasOdds_) { return true; }
using namespace net::eagle0::shardok::common;
switch (type_) {
case END_TURN_COMMAND:
case MELEE_COMMAND:
case ARCHERY_COMMAND:
case CHARGE_COMMAND:
case CHALLENGE_DUEL_COMMAND:
case REDUCE_COMMAND: return true;
default: return false;
}
}
} // namespace shardok::mcts
@@ -29,13 +29,15 @@ public:
PlayerId player,
int actorId,
int targetRow,
int targetCol);
int targetCol,
bool hasOdds);
// MCTSAction interface implementation
[[nodiscard]] size_t getIndex() const override { return commandIndex_; }
[[nodiscard]] std::string getDescription() const override;
[[nodiscard]] std::unique_ptr<MCTSAction> clone() const override;
[[nodiscard]] bool equals(const MCTSAction& other) const override;
[[nodiscard]] bool requiresChanceNode() const override;
// Shardok-specific accessors (O(1), no allocations)
[[nodiscard]] int getType() const { return static_cast<int>(type_); }
@@ -44,13 +46,14 @@ public:
[[nodiscard]] std::pair<int, int> getTarget() const { return {targetRow_, targetCol_}; }
private:
// Store only essential fields (~24 bytes, all POD, cache-friendly)
// Store only essential fields (~25 bytes, all POD, cache-friendly)
size_t commandIndex_;
CommandType type_;
PlayerId player_;
int actorId_; // -1 if no actor
int targetRow_; // -1 if no target
int targetCol_; // -1 if no target
bool hasOdds_; // true if command has probabilistic outcome
};
} // namespace shardok::mcts
@@ -10,11 +10,13 @@
#include "ShardokAction.hpp"
#include "ShardokGameState.hpp"
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSTypes.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIHeuristicWeighting.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokException.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
namespace shardok::mcts {
@@ -60,7 +62,8 @@ ShardokGameEngine::ShardokGameEngine(
std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
const MCTSGameState& state,
const MCTSAction& action) const {
const MCTSAction& action,
double deterministicRoll) const {
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
const auto* shardokAction = dynamic_cast<const ShardokAction*>(&action);
@@ -90,9 +93,54 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
engine = std::make_shared<ShardokEngine>(*engine);
}
engine->PostCommand(currentPlayer, shardokAction->getIndex(), nullptr);
// Create deterministic random generator if a specific roll is requested
// deterministicRoll of -1.0 (default) means use random generator
// Any other value (including negative) creates a deterministic generator
// For open-ended percentile commands, we compute a sequence of values that will
// produce the desired final result through the normal open-ended mechanics
std::shared_ptr<::RandomGenerator> randomGen = nullptr;
constexpr double kNoRollSentinel = -1.0;
if (deterministicRoll != kNoRollSentinel) {
std::vector<double> sequence;
// Create and return the new state (don't cache the mutated engine)
if (deterministicRoll >= 5.0 && deterministicRoll <= 95.0) {
// Normal range: single value works directly
sequence = {deterministicRoll / 100.0};
} else if (deterministicRoll < 5.0) {
// Need open-ended LOW result (e.g., -100 for guaranteed success)
// OpenEndedPercentile: if initial < 5, returns initial - OpenEndedHighImpl(0, 4)
// We want: initial - accumulated = deterministicRoll
// Use initial = 2 (clearly < 5), so accumulated = 2 - deterministicRoll
constexpr double kInitialLow = 2.0;
sequence = {kInitialLow / 100.0};
// OpenEndedHighImpl accumulates rolls until one < 95
// Split accumulated into rolls: 96 (continues) + remaining (stops)
double remaining = kInitialLow - deterministicRoll;
while (remaining > 95.0) {
sequence.push_back(0.96); // 96 > 95, continues accumulation
remaining -= 96.0;
}
sequence.push_back(remaining / 100.0); // Final roll < 95, stops
} else {
// Need open-ended HIGH result (e.g., 150 for guaranteed failure)
// OpenEndedPercentile: if initial > 95, returns OpenEndedHighImpl(initial, 4)
// OpenEndedHighImpl accumulates rolls until one < 95
constexpr double kInitialHigh = 96.0;
sequence = {kInitialHigh / 100.0};
double remaining = deterministicRoll - kInitialHigh;
while (remaining > 95.0) {
sequence.push_back(0.96);
remaining -= 96.0;
}
sequence.push_back(remaining / 100.0);
}
randomGen = std::make_shared<::SequenceRandomGenerator>(sequence);
}
engine->PostCommand(currentPlayer, shardokAction->getIndex(), randomGen);
// Create and return the new state
auto newState = std::make_unique<ShardokGameState>(
engine->GetCurrentGameState(),
scoreCalculator_,
@@ -104,6 +152,11 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
*alCache_,
criticalTileCoords_);
// Cache the engine on the new state so score() can use it for END_TURN normalization
// The engine's command list may be stale after the action was applied, but that's OK -
// we'll refresh it when we call GetAvailableCommandsForAIPlayer() in score()
newState->setCachedEngine(engine);
// Don't pre-compute hash - let it be computed lazily on first use
// Many states (especially in simulation) never need their hash computed
return newState;
@@ -203,7 +256,8 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
cmd->GetPlayerId(),
cmd->GetActorUnitId(),
cmd->GetTargetRow(),
cmd->GetTargetColumn()));
cmd->GetTargetColumn(),
cmd->HasOdds()));
}
}
@@ -272,7 +326,8 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
cmd->GetPlayerId(),
cmd->GetActorUnitId(),
cmd->GetTargetRow(),
cmd->GetTargetColumn()));
cmd->GetTargetColumn(),
cmd->HasOdds()));
}
}
@@ -488,6 +543,83 @@ void ShardokGameEngine::resetCacheStatistics() {
timeInLegalActionsComputation_.store(0, std::memory_order_relaxed);
}
ChanceOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const MCTSGameState& state,
const MCTSAction& action) const {
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
const auto* shardokAction = dynamic_cast<const ShardokAction*>(&action);
if (!shardokState || !shardokAction) {
throw ShardokInternalErrorException("Invalid state or action type in getBinaryOutcomeInfo");
}
// Check for multi-outcome commands (roll affects outcome quality, not just success/failure)
// These use multiOutcome() with fixed seeds to sample the range of possible results
using namespace net::eagle0::shardok::common;
const auto commandType = static_cast<CommandType>(shardokAction->getType());
switch (commandType) {
case END_TURN_COMMAND:
// END_TURN has random effects (fire spread, weather changes)
return ChanceOutcomeInfo::multiOutcome(5);
case MELEE_COMMAND:
case ARCHERY_COMMAND:
case CHARGE_COMMAND:
case REDUCE_COMMAND:
// Combat/siege commands: OpenEndedPercentile roll affects damage dealt
// Use 5 outcomes to sample the roll distribution
return ChanceOutcomeInfo::multiOutcome(5);
case CHALLENGE_DUEL_COMMAND:
// Duels have multiple combat rounds with rolls, so outcomes vary significantly
return ChanceOutcomeInfo::multiOutcome(5);
default:
// Continue to binary outcome handling below
break;
}
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
// Get or create the engine for this state
std::shared_ptr<ShardokEngine> engine;
if (auto cachedEngine = shardokState->getCachedEngine()) {
engine = cachedEngine;
} else {
engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Populate command cache
[[maybe_unused]] const auto commands =
engine->GetAvailableCommandsForAIPlayer(currentPlayer);
shardokState->setCachedEngine(engine);
}
// Get command descriptors
const auto descriptors = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
const size_t actionIndex = shardokAction->getIndex();
if (actionIndex >= descriptors->size()) {
throw ShardokInternalErrorException("Action index out of range in getBinaryOutcomeInfo");
}
const auto& descriptor = descriptors->at(actionIndex);
// Get success probability for binary outcome actions
if (!descriptor->HasOdds()) {
throw ShardokInternalErrorException("Action does not have odds in getBinaryOutcomeInfo");
}
const auto successChancePercentile = descriptor->GetOddsPercentile();
const double successProbability = static_cast<double>(successChancePercentile) / 100.0;
return ChanceOutcomeInfo::binary(successProbability);
}
void ShardokGameEngine::clearLegalActionsCache() { legalActionsCache_.clear(); }
// Extern-linkage function for testing
@@ -47,7 +47,8 @@ public:
// MCTSGameEngine interface implementation
[[nodiscard]] std::unique_ptr<MCTSGameState> applyAction(
const MCTSGameState& state,
const MCTSAction& action) const override;
const MCTSAction& action,
double deterministicRoll = -1.0) const override;
void applyActionMutable(std::unique_ptr<MCTSGameState>& state, const MCTSAction& action)
const override;
@@ -85,6 +86,10 @@ public:
size_t filteredIndex,
const MCTSGameState& state) const override;
[[nodiscard]] BinaryOutcomeInfo getBinaryOutcomeInfo(
const MCTSGameState& state,
const MCTSAction& action) const override;
// Report transposition table statistics
void reportCacheStatistics() const;
@@ -64,7 +64,7 @@ double ShardokGameState::score(MCTSPlayerId playerId) const {
const bool scoreFromDefenderPerspective =
foundDefender ? requestedPlayerIsDefender : isDefender_;
// Call score calculator with correct perspective for the requested player
// Score the current state directly
return scoreCalculator_
->GuessedStateScore(scoreFromDefenderPerspective, state_, strategy_, castleCoords_);
}
@@ -72,7 +72,8 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokMCTSFactory::createActionsFromCo
cmd->GetPlayerId(),
cmd->GetActorUnitId(),
cmd->GetTargetRow(),
cmd->GetTargetColumn()));
cmd->GetTargetColumn(),
cmd->HasOdds()));
}
return actions;
@@ -73,6 +73,7 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
mctsConfig.maxPlayerFlips = 1;
mctsConfig.maxSimulationFlips = 1;
mctsConfig.simulationPolicy = mcts::MCTSSimulationPolicy::WEIGHTED_HEURISTIC;
for (const auto &pi : e->GetPlayerInfos()) {
if (pi.is_ai()) {
auto newClient = std::make_shared<ShardokAIClient>(
@@ -80,7 +81,7 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
pi.is_defender(),
e->GetCurrentGameState()->hex_map(),
e->GetGameSettings()->GetGetter(),
AIAlgorithmType::MCTS,
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::MCTS_OPTIMIZED,
mctsConfig);
@@ -189,7 +189,7 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
if (!std::ranges::any_of(commands, [](const CommandSPtr &command) {
return command->IsRequiredToEndTurn();
})) {
commands.push_back(std::make_shared<EndTurnCommand>(playerId, gameState, settings));
commands.push_back(std::make_shared<EndTurnCommand>(playerId, settings));
}
// If we want follow-ups, make a copy of what this user believes to be the state of the game
@@ -8,6 +8,8 @@
#include "FireUtils.hpp"
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifier.hpp"
namespace shardok {
@@ -71,10 +73,13 @@ auto GetFireDamage(
const double openEndedPercentileRoll1,
const double openEndedPercentileRoll2) -> CombatDamage {
double randomSwing = 1.0 + (2 * openEndedPercentileRoll1 - 100.0) * RANDOMNESS_FACTOR / 100.0;
const double basicDamage = BASE_FIRE_DAMAGE_PER_TROOP * randomSwing * troops;
// Clamp damage to minimum 0 to prevent negative damage from extreme open-ended rolls.
// Open-ended percentile rolls can theoretically go as low as -475 (with max roll depth).
const double basicDamage = std::max(0.0, BASE_FIRE_DAMAGE_PER_TROOP * randomSwing * troops);
randomSwing = 1.0 + (2 * openEndedPercentileRoll2 - 100.0) * RANDOMNESS_FACTOR / 100.0;
const double penetratingDamage = BASE_PENETRATING_FIRE_DAMAGE_PER_TROOP * randomSwing * troops;
const double penetratingDamage =
std::max(0.0, BASE_PENETRATING_FIRE_DAMAGE_PER_TROOP * randomSwing * troops);
return CombatDamage::Builder()
.SetFire(basicDamage)
@@ -16,10 +16,9 @@ namespace shardok {
MeteorCastActionFactory::MeteorCastActionFactory(const SettingsGetter &getter) : settings(getter) {}
auto MeteorCastActionFactory::MakeMeteorCastAction(
const GameStateW &gameState,
const vector<UnitId> &actors) const -> ActionSPtr {
return std::make_shared<MeteorCastAction>(gameState, actors, settings);
auto MeteorCastActionFactory::MakeMeteorCastAction(const vector<UnitId> &actors) const
-> ActionSPtr {
return std::make_shared<MeteorCastAction>(actors, settings);
}
} // namespace shardok
@@ -21,9 +21,7 @@ private:
public:
explicit MeteorCastActionFactory(const SettingsGetter &getter);
[[nodiscard]] auto MakeMeteorCastAction(
const GameStateW &gameState,
const vector<UnitId> &actors) const -> ActionSPtr;
[[nodiscard]] auto MakeMeteorCastAction(const vector<UnitId> &actors) const -> ActionSPtr;
};
} // namespace shardok
@@ -154,12 +154,12 @@ auto MeteorTileDamageAction::InternalExecute(
}
auto MeteorCastAction::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
vector<ActionResultProto> allResults{};
auto runningGameState = startingGameState;
auto runningGameState = currentState;
for (const UnitId &actorId : actorIds) {
const Unit *actorBefore = startingGameState->units()->Get(actorId);
const Unit *actorBefore = currentState->units()->Get(actorId);
runningGameState =
PerformOneActorCast(allResults, actorBefore, runningGameState, generator);
}
@@ -183,15 +183,14 @@ auto MeteorCastAction::PerformOneActorCast(
results.push_back(mainResult);
const Coords target = actorBefore->attached_hero().profession_info().cast_target();
const Unit *possibleOccupant = runningGameState.GetOccupant(target);
const Terrain *targetTerrain = GetTerrain(startingGameState->hex_map(), target);
if (possibleOccupant) {
// Direct damage action
if (const Unit *possibleOccupant = runningGameState.GetOccupant(target)) {
// Direct damage action - fetch terrain before it might be invalidated
const Terrain *targetTerrainForDamage = GetTerrain(runningGameState->hex_map(), target);
MeteorUnitDamageAction unitDamageAction(
settings,
possibleOccupant,
actorIntelligence,
*targetTerrain,
*targetTerrainForDamage,
MeteorBaseDamage(),
1.0);
@@ -205,6 +204,8 @@ auto MeteorCastAction::PerformOneActorCast(
std::end(directDamageResults));
}
// Re-fetch terrain from current state (may have been invalidated by ApplyResults)
const Terrain *targetTerrain = GetTerrain(runningGameState->hex_map(), target);
CoordsSet destroyedBridgeOrIceTiles(runningGameState->hex_map());
auto weatherPropensity = settings.GetFirePropensityByWeatherConditions(
runningGameState->weather()->conditions());
@@ -246,15 +247,16 @@ auto MeteorCastAction::PerformOneActorCast(
const CoordsSet adjacentCoords =
HexMapUtils::GetAdjacentCoords(runningGameState->hex_map(), target);
for (const Coords &splashCoords : adjacentCoords) {
const auto &splashTerrain = GetTerrain(runningGameState->hex_map(), splashCoords);
const Unit *splashOccupant = runningGameState.GetOccupant(splashCoords);
if (splashOccupant) {
// Fetch terrain before it might be invalidated by ApplyResults
const auto *splashTerrainForDamage =
GetTerrain(runningGameState->hex_map(), splashCoords);
MeteorUnitDamageAction splashUnitDamageAction(
settings,
splashOccupant,
actorIntelligence,
*splashTerrain,
*splashTerrainForDamage,
MeteorBaseDamage(),
MeteorSplashFactor());
@@ -268,6 +270,9 @@ auto MeteorCastAction::PerformOneActorCast(
std::end(splashDamageResults));
}
// Re-fetch terrain from current state (may have been invalidated by ApplyResults)
const auto *splashTerrain = GetTerrain(runningGameState->hex_map(), splashCoords);
PercentileRollOdds splashFireOdds = MakeOdds(
MeteorSplashFireBaseChance(),
PropensityByTerrain(splashTerrain, settings),
@@ -34,7 +34,6 @@ private:
-> vector<ActionResult> override;
const vector<UnitId> actorIds;
const GameStateW startingGameState;
const SettingsGetter settings;
[[nodiscard]] auto MeteorBaseDamage() const -> double {
return settings.Backing().meteor_base_damage();
@@ -66,9 +65,8 @@ private:
}
public:
MeteorCastAction(GameStateW gameState, vector<UnitId> actors, const SettingsGetter& settings)
MeteorCastAction(vector<UnitId> actors, const SettingsGetter& settings)
: actorIds(std::move(actors)),
startingGameState(std::move(gameState)),
settings(settings){};
};
} // namespace shardok
@@ -97,12 +97,11 @@ void MoveCommandFactory::AddAvailableMoveCommands(
for (const auto &destInfo : destinations) {
auto cmd = std::make_shared<MoveCommand>(
destInfo.pointCost,
movingUnit,
movingUnit->player_id(),
movingUnit->unit_id(),
settings,
destInfo.targets,
units,
allyPids,
hexMap,
destInfo.willUnhide,
zocCoords);
@@ -15,7 +15,13 @@ auto StartFireCommandFactory::MakeStartFireCommand(
const Coords &coords,
const Terrain &targetTerrain,
const PercentileRollOdds &odds) const -> shardok::CommandSPtr {
return std::make_shared<StartFireCommand>(settings, unit, coords, targetTerrain, odds);
return std::make_shared<StartFireCommand>(
settings,
unit->player_id(),
unit->unit_id(),
coords,
targetTerrain,
odds);
}
StartFireCommandFactory::StartFireCommandFactory(const shardok::SettingsGetter &getter)
@@ -38,15 +38,15 @@ auto ApplyAndAdd(
}
auto EndTurnCommand::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
if (GetPlayerId() != gameState->current_player()) {
if (GetPlayerId() != currentState->current_player()) {
throw ShardokInternalErrorException(
"Trying to end turn for player " + std::to_string(GetPlayerId()) +
", but turn belongs to " + std::to_string(gameState->current_player()));
", but turn belongs to " + std::to_string(currentState->current_player()));
}
GameStateW runningGameState = gameState;
GameStateW runningGameState = currentState;
vector<ActionResultProto> allResults{};
vector<UnitId> castingUnitIds{};
@@ -65,7 +65,7 @@ auto EndTurnCommand::InternalExecute(
};
MeteorCastActionFactory factory(settings);
ActionSPtr meteorCastAction = factory.MakeMeteorCastAction(runningGameState, castingUnitIds);
ActionSPtr meteorCastAction = factory.MakeMeteorCastAction(castingUnitIds);
auto meteorCastResults = meteorCastAction->Execute(runningGameState, generator);
runningGameState = ApplyAndAdd(runningGameState, meteorCastResults, allResults, settings);
@@ -109,7 +109,7 @@ auto EndTurnCommand::InternalExecute(
ActionResultProto endTurnResult{};
endTurnResult.set_type(ActionType::END_TURN);
endTurnResult.mutable_player()->set_value(GetPlayerId());
endTurnResult.mutable_next_player()->set_value(NextPlayerId(gameState, GetPlayerId()));
endTurnResult.mutable_next_player()->set_value(NextPlayerId(currentState, GetPlayerId()));
const auto unitsAtEndOfRoundCount = runningGameState->units()->size();
for (size_t i = 0; i < unitsAtEndOfRoundCount; i++) {
@@ -7,7 +7,6 @@
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/MeteorCastActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -21,16 +20,11 @@ protected:
const std::shared_ptr<RandomGenerator>& generator) const
-> vector<ActionResult> override;
const GameStateW& gameState;
const SettingsGetter settings;
public:
EndTurnCommand(
const PlayerId pid,
const GameStateW& gameState,
const SettingsGetter& settingsGetter)
EndTurnCommand(const PlayerId pid, const SettingsGetter& settingsGetter)
: ShardokCommand(pid),
gameState(gameState),
settings(settingsGetter){};
~EndTurnCommand() override = default;
@@ -18,29 +18,31 @@ namespace shardok {
MoveCommand::MoveCommand(
const ActionPoints pointCost,
const Unit* mover,
const PlayerId playerId,
const UnitId moverId,
const SettingsGetter& settingsGetter,
vector<Coords> interimTargets,
const Units* units,
vector<PlayerId> allyPids,
const HexMap* inMap,
const bool unhide,
const CoordsSet& enemyZocCoords)
: ShardokCommand(mover->player_id()),
: ShardokCommand(playerId),
pointCost(pointCost),
moverBefore(mover),
moverId(moverId),
settings(settingsGetter),
interimTargets(std::move(interimTargets)),
allUnits(units),
allyPids(std::move(allyPids)),
map(inMap),
willUnhide(unhide),
enemyZocCoords(enemyZocCoords) {}
auto shardok::MoveCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
// Get map and units from currentState
const auto* map = currentState->hex_map();
const auto* allUnits = currentState->units();
// HANDLE INTERIM TARGETS
const auto* moverBefore = allUnits->Get(moverId);
auto mover = *moverBefore;
mover.mutate_fortified(false);
const auto& moverBattalionType = settings.GetBattalionType(mover.battalion().type());
@@ -187,7 +189,7 @@ auto MoveCommand::GetCommandProto() const -> CommandProto {
proto.set_player(GetPlayerId());
proto.set_type(net::eagle0::shardok::common::MOVE_COMMAND);
proto.mutable_action_points()->set_value(pointCost);
proto.mutable_actor()->set_value(moverBefore->unit_id());
proto.mutable_actor()->set_value(moverId);
*proto.mutable_target() = ToCoordsProto(interimTargets.back());
for (const auto& fup : followUpCommandTypes) { proto.add_follow_up_command_types(fup); }
proto.set_will_unhide(willUnhide);
@@ -25,12 +25,10 @@ protected:
-> vector<ActionResult> override;
const ActionPoints pointCost;
const Unit* moverBefore;
const UnitId moverId;
const SettingsGetter settings;
const vector<Coords> interimTargets;
const Units* allUnits;
const vector<PlayerId> allyPids;
const HexMap* map;
std::unordered_set<CommandType> followUpCommandTypes;
const bool willUnhide;
const CoordsSet enemyZocCoords;
@@ -38,12 +36,11 @@ protected:
public:
MoveCommand(
ActionPoints pointCost,
const Unit* mover,
PlayerId playerId,
UnitId moverId,
const SettingsGetter& settingsGetter,
vector<Coords> interimTargets,
const Units* units,
vector<PlayerId> allyPids,
const HexMap* inMap,
bool unhide,
const CoordsSet& enemyZocCoords);
@@ -60,7 +57,7 @@ public:
void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& newTypes) override;
[[nodiscard]] int GetActorUnitId() const override { return moverBefore->unit_id(); }
[[nodiscard]] int GetActorUnitId() const override { return moverId; }
[[nodiscard]] MapIndex GetTargetRow() const override {
return interimTargets.empty() ? -1 : interimTargets.back().row();
}
@@ -14,24 +14,30 @@ namespace shardok {
StartFireCommand::StartFireCommand(
const SettingsGetter& getter,
const Unit* actor,
const PlayerId playerId,
const UnitId actorId,
Coords target,
Terrain targetTerrain,
PercentileRollOdds odds)
: ShardokCommand(actor->player_id()),
: ShardokCommand(playerId),
settings(getter),
actor(actor),
actorId(actorId),
target(target),
targetTerrain(std::move(targetTerrain)),
odds(std::move(odds)){};
auto StartFireCommand::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
return ExecuteWithRoll(generator->Percentile());
// Use OpenEndedPercentile to match FreezeWaterCommand and how GetSuccessChance calculates
// the displayed success probability. With negative totalOdds, only open-ended rolls
// can achieve success by rolling below 0.
return ExecuteWithRoll(currentState, generator->OpenEndedPercentile());
}
[[nodiscard]] auto StartFireCommand::ExecuteWithRoll(double roll) const -> vector<ActionResult> {
[[nodiscard]] auto StartFireCommand::ExecuteWithRoll(const GameStateW& currentState, double roll)
const -> vector<ActionResult> {
const auto* actor = currentState->units()->Get(actorId);
if (!actor->has_attached_hero()) { throw ActionRequiresHeroException("start fire"); }
auto actorAfter = *actor;
@@ -70,7 +76,7 @@ auto StartFireCommand::GetCommandProto() const -> CommandProto {
proto.set_player(GetPlayerId());
proto.set_type(net::eagle0::shardok::common::START_FIRE_COMMAND);
proto.mutable_actor()->set_value(actor->unit_id());
proto.mutable_actor()->set_value(actorId);
*proto.mutable_target() = ToCoordsProto(target);
*proto.mutable_odds() = OddsFilteredForPlayer(odds, GetPlayerId());
@@ -10,16 +10,15 @@
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
using Terrain = net::eagle0::shardok::storage::fb::Terrain;
using Unit = net::eagle0::shardok::storage::fb::Unit;
class StartFireCommand : public ShardokCommand {
private:
[[nodiscard]] auto ExecuteWithRoll(double roll) const -> vector<ActionResult>;
[[nodiscard]] auto ExecuteWithRoll(const GameStateW& currentState, double roll) const
-> vector<ActionResult>;
protected:
[[nodiscard]] auto InternalExecute(
@@ -28,7 +27,7 @@ protected:
-> vector<ActionResult> override;
const SettingsGetter settings;
const Unit* actor;
const UnitId actorId;
const Coords target;
const Terrain targetTerrain;
const PercentileRollOdds odds;
@@ -36,7 +35,8 @@ protected:
public:
StartFireCommand(
const SettingsGetter& getter,
const Unit* actor,
PlayerId playerId,
UnitId actorId,
Coords target,
Terrain targetTerrain,
PercentileRollOdds odds);
@@ -58,7 +58,7 @@ public:
[[nodiscard]] auto HasOdds() const -> bool override { return true; }
[[nodiscard]] auto GetOddsPercentile() const -> int32_t override;
[[nodiscard]] int GetActorUnitId() const override { return actor->unit_id(); }
[[nodiscard]] int GetActorUnitId() const override { return actorId; }
[[nodiscard]] MapIndex GetTargetRow() const override { return target.row(); }
[[nodiscard]] MapIndex GetTargetColumn() const override { return target.column(); }
};
@@ -10,6 +10,8 @@
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokException.hpp"
namespace shardok {
auto MutatingMaybeSetMorale(Battalion *battalion, double newVal, const BattalionTypeSPtr &type)
@@ -147,6 +149,12 @@ int32_t MutatingInternalTakeDamage(
int32_t newNumber;
const int32_t casualties = (int32_t)(takenDamage * baseDeadliness);
if (casualties < 0) {
throw ShardokInternalErrorException(
"Negative casualties in MutatingInternalTakeDamage: " + std::to_string(casualties) +
" (takenDamage=" + std::to_string(takenDamage) + ")");
}
if (battalion->size() > casualties) {
newNumber = battalion->size() - casualties;
} else {
@@ -104,6 +104,7 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:game_state_helpers",
"//src/main/cpp/net/eagle0/shardok/library/map:coordinates",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_cube_utils",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/api:game_state_view_cc_proto",
@@ -4,11 +4,13 @@
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/GameStateGuesser.hpp"
#include <optional>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
namespace shardok {
@@ -32,6 +34,86 @@ constexpr int8_t kGuessedHeroStat = 75;
constexpr int8_t kGuessedBattalionStat = 0;
constexpr int8_t kGuessedMorale = 50;
// Helper to check if coords are valid within the hex map bounds
auto CoordsAreValidProto(const HexMapProto &hexMap, const Coords &coords) -> bool {
return coords.row() >= 0 && coords.row() < hexMap.row_count() && coords.column() >= 0 &&
coords.column() < hexMap.column_count();
}
// Guess where an enemy mage might be targeting with their meteor.
// Priority: (1) largest unit of targetPlayerId, (2) any unit of targetPlayerId,
// (3) any castle not occupied by the caster's player, (4) random valid tile in range.
auto GuessMeteorTarget(
const SettingsGetter &settings,
const HexMapProto &hexMap,
const Coords &mageLocation,
PlayerId targetPlayerId,
PlayerId casterPlayerId,
const google::protobuf::RepeatedPtrField<UnitViewProto> &units) -> std::optional<Coords> {
const int meteorRange = settings.Backing().meteor_range();
const Cube mageCube = OffsetToCube(mageLocation);
// Build a set of valid coords within meteor range
std::vector<Coords> validCoordsInRange;
for (const Cube &cube : CubesWithinDistance(mageCube, meteorRange)) {
Coords coords = CubeToOffset(cube);
if (CoordsAreValidProto(hexMap, coords) && coords != mageLocation) {
validCoordsInRange.push_back(coords);
}
}
if (validCoordsInRange.empty()) { return std::nullopt; }
// Priority 1 & 2: Find the largest unit of the target player within range
const UnitViewProto *largestTargetUnit = nullptr;
int largestSize = 0;
for (const auto &unit : units) {
if (unit.player_id() != targetPlayerId) continue;
Coords unitCoords = FromCoordsProto(unit.location());
if (IsUnplaced(unitCoords)) continue;
// Check if unit is within meteor range
const int distance = CubeDistance(mageCube, OffsetToCube(unitCoords));
if (distance > meteorRange) continue;
const int size = unit.battalion().size();
if (size > largestSize) {
largestSize = size;
largestTargetUnit = &unit;
}
}
if (largestTargetUnit != nullptr) { return FromCoordsProto(largestTargetUnit->location()); }
// Priority 3: Find a castle not occupied by the caster's player
// Build set of occupied coords by caster's player
std::unordered_set<int> casterOccupiedIndices;
for (const auto &unit : units) {
if (unit.player_id() == casterPlayerId) {
Coords loc = FromCoordsProto(unit.location());
if (!IsUnplaced(loc)) {
casterOccupiedIndices.insert(loc.row() * hexMap.column_count() + loc.column());
}
}
}
for (const auto &coords : validCoordsInRange) {
const int index = coords.row() * hexMap.column_count() + coords.column();
if (index < 0 || index >= hexMap.terrain_size()) continue;
const auto &terrain = hexMap.terrain(index);
if (terrain.modifier().has_castle() &&
casterOccupiedIndices.find(index) == casterOccupiedIndices.end()) {
return coords;
}
}
// Priority 4: Return the first valid coord in range (deterministic "random")
return validCoordsInRange[0];
}
auto GuessedUnit(
const SettingsGetter &settings,
const UnitViewProto &uv,
@@ -235,6 +317,43 @@ auto GameStateGuesser::GuessedState(
unitsVec.push_back(reservedSlot);
}
// Post-process: guess meteor targets for enemy mages who are casting but whose target is
// unknown
for (auto &unit : unitsVec) {
if (!unit.has_attached_hero()) continue;
if (unit.player_id() == pid) continue; // Only guess for enemy mages
const auto castState = unit.attached_hero().profession_info().meteor_cast_state();
// Mage has targeted or is ready to cast, but we don't know the target
if (castState != net::eagle0::shardok::storage::fb::MultiroundMagicState_TARGET &&
castState != net::eagle0::shardok::storage::fb::MultiroundMagicState_CAST) {
continue;
}
const auto &castTarget = unit.attached_hero().profession_info().cast_target();
if (castTarget.row() >= 0 && castTarget.column() >= 0) {
continue; // Already has a valid target
}
// Guess a target: assume mage is targeting us (the viewing player)
auto guessedTarget = GuessMeteorTarget(
settings,
gameStateView.hex_map(),
unit.location(),
pid,
unit.player_id(),
gameStateView.units());
if (guessedTarget.has_value()) {
unit.mutable_attached_hero().mutable_profession_info().mutable_cast_target().mutate_row(
guessedTarget->row());
unit.mutable_attached_hero()
.mutable_profession_info()
.mutable_cast_target()
.mutate_column(guessedTarget->column());
}
}
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto chargeeIdsVec = std::vector<UnitId>(
@@ -5,15 +5,20 @@
#ifndef EAGLE0_GAMESTATEGUESSER_HPP
#define EAGLE0_GAMESTATEGUESSER_HPP
#include <optional>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/common/hex_map.pb.h"
namespace shardok {
using GameStateView = net::eagle0::shardok::api::GameStateView;
using HexMapProto = net::eagle0::shardok::common::HexMap;
using UnitViewProto = net::eagle0::shardok::api::UnitView;
struct AverageStats {
double armament;
@@ -23,6 +28,17 @@ struct AverageStats {
auto KnownUnitStats(const GameStateView &gameStateView)
-> std::unordered_map<PlayerId, AverageStats>;
// Guess where an enemy mage might be targeting with their meteor.
// Priority: (1) largest unit of targetPlayerId, (2) any unit of targetPlayerId,
// (3) any castle not occupied by the caster's player, (4) first valid tile in range.
auto GuessMeteorTarget(
const SettingsGetter &settings,
const HexMapProto &hexMap,
const Coords &mageLocation,
PlayerId targetPlayerId,
PlayerId casterPlayerId,
const google::protobuf::RepeatedPtrField<UnitViewProto> &units) -> std::optional<Coords>;
class GameStateGuesser {
public:
[[nodiscard]] static auto GuessedState(
@@ -19,7 +19,13 @@ using net::eagle0::shardok::api::UnitView;
using net::eagle0::shardok::common::CommandType;
using std::vector;
auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hidden) -> UnitView;
auto UnknownUnit(
UnitId uid,
PlayerId pid,
BattalionTypeId bt,
int size,
bool hidden,
int8_t startingPositionIndex) -> UnitView;
[[nodiscard]] auto UnitFilteredForPlayer(
const SettingsGetter &settings,
@@ -36,7 +42,8 @@ auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hi
unit->player_id(),
unit->battalion().type(),
unit->battalion().size(),
true);
true,
unit->starting_position_index());
}
if (IsUnplaced(unit->location()) && !visibleToAsker) {
return UnknownUnit(
@@ -44,7 +51,8 @@ auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hi
unit->player_id(),
unit->battalion().type(),
unit->battalion().size(),
false);
false,
unit->starting_position_index());
}
UnitView filtered{};
@@ -142,7 +150,8 @@ auto UnknownUnit(
const PlayerId pid,
BattalionTypeId bt,
const int size,
const bool hidden) -> UnitView {
const bool hidden,
const int8_t startingPositionIndex) -> UnitView {
UnitView uv;
uv.set_unit_id(uid);
uv.set_player_id(pid);
@@ -154,6 +163,11 @@ auto UnknownUnit(
uv.mutable_battalion()->set_size(size);
uv.set_hidden(hidden);
// starting_position_index is public info - defenders know attacker spawn directions
if (startingPositionIndex != -1) {
uv.mutable_starting_position_index()->set_value(startingPositionIndex);
}
uv.set_my_knowledge(0);
return uv;
File diff suppressed because it is too large Load Diff
@@ -101,7 +101,7 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
locationName: "Custom Map",
month: _gameRequest.Month,
players: players,
heroNames: _heroNames,
heroNameTextIds: _heroNames,
heroImages: _heroImages,
battalionNames: new Dictionary<int, string> { { 0, "no name" } },
rollFetcher: rollPanelController);
@@ -174,7 +174,8 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
});
}
private void Register() { _persistentClientConnection.Subscribe(this); }
// Fire-and-forget - subscription is awaited internally and failures are logged
private void Register() { _ = _persistentClientConnection.Subscribe(this); }
public GameId? CurrentShardokToken(string shardokGameId) { return _shardokModel.History.Count; }
@@ -187,9 +188,14 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
foreach (var resp in gameUpdate.ShardokActionResultResponse
.ShardokGameResponses) {
_shardokModel.HandleUpdates(
var updatesOk = _shardokModel.HandleUpdates(
resp.ActionResultViews,
resp.NewResultViewCount);
if (!updatesOk) {
// In custom battle mode, just clear and continue
_shardokModel.History.Clear();
continue;
}
_shardokModel.HandleAvailableCommands(resp.AvailableCommands);
}
@@ -443,4 +449,7 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
} };
public List<IClientConnectionSubscriber.StreamingTextStatus> StreamingTextStatuses => new();
// CustomBattleHandler only handles Shardok updates, not Eagle, so no count to update
public void UpdateResultCounts(GameUpdate update) {}
}
@@ -24,9 +24,11 @@ public class RunningGameItem : MonoBehaviour {
this.gameId = gameId;
gameIdField.text = string.Format("{0:X}", gameId);
var textEntry = ClientTextProvider.Provider.GetTextEntry(leader.NameTextId);
var leaderName = textEntry != null ? textEntry.Text : "Hero";
leaderField.text = string.Format(
"{0} ({1})",
ClientTextProvider.Provider.GetTextEntry(leader.NameTextId).Text,
leaderName,
DisplayNames.ProfessionNames[leader.Profession]);
}
}
@@ -16,9 +16,11 @@ public class WaitingGameItem : MonoBehaviour {
gameIdField.text = string.Format("{0:X}", gameId);
playerCountField.text = playersString;
var textEntry = ClientTextProvider.Provider.GetTextEntry(leader.NameTextId);
var leaderName = textEntry != null ? textEntry.Text : "Hero";
leaderField.text = string.Format(
"{0} ({1})",
ClientTextProvider.Provider.GetTextEntry(leader.NameTextId).Text,
leaderName,
DisplayNames.ProfessionNames[leader.Profession]);
}
}
@@ -24,7 +24,7 @@ namespace eagle {
public void OnTextUpdate(string text, bool completed) { SetUp(); }
public string TextId() { return CurrentEntry.GeneratedTextId; }
public string TextId() { return _entries.Count > 0 ? CurrentEntry.GeneratedTextId : null; }
private void OnEnable() {
ClientTextProvider.Provider.AddListener(this);
@@ -41,11 +41,13 @@ namespace eagle {
public IList<ChronicleEntry> Entries {
get => _entries;
set {
var wasEmpty = _entries.Count == 0;
_entries = value != null ? value.ToList() : new List<ChronicleEntry>();
if (_entries.Count == 0) return;
if (!gameObject.activeSelf) {
// Jump to the last entry when first populating, or if not currently viewing
if (wasEmpty || !gameObject.activeSelf) {
_currentIndex = _entries.Count - 1;
ScrollToTop();
@@ -60,6 +62,8 @@ namespace eagle {
private const string TitleSplitPattern = @"\n\s*=====\s*\n";
private void SetUp() {
if (_entries.Count == 0) return;
previousButton.interactable = _currentIndex > 0;
nextButton.interactable = _currentIndex < _entries.Count - 1;
@@ -104,8 +108,8 @@ namespace eagle {
TextEditor editor = (TextEditor)GUIUtility.GetStateObject(
typeof(TextEditor),
GUIUtility.keyboardControl);
editor.text =
ClientTextProvider.Provider.GetTextEntry(CurrentEntry.GeneratedTextId).Text;
var textEntry = ClientTextProvider.Provider.GetTextEntry(CurrentEntry.GeneratedTextId);
editor.text = textEntry != null ? textEntry.Text : "";
editor.SelectAll();
editor.Copy();
}
@@ -19,35 +19,86 @@ namespace eagle {
}
}
/// <summary>
/// Thread-safe provider for streaming LLM text content.
///
/// HandleNewStreamingText can be called from any thread (e.g., gRPC thread).
/// ProcessPendingUpdates must be called from the main thread (once per frame)
/// to notify listeners of changes.
/// </summary>
public class ClientTextProvider {
public static readonly ClientTextProvider Provider = new();
// Lock for thread-safe access to text dictionary
// Using a lock instead of ConcurrentDictionary because HandleNewStreamingText
// does a read-modify-write that must be atomic
private readonly object _lock = new();
private readonly Dictionary<String, TextEntry> _streamingTexts = new();
// Track which text IDs have pending updates
private readonly HashSet<String> _pendingUpdates = new();
// Listeners are only added/removed from main thread
private readonly HashSet<IClientTextListener> _listeners = new();
public void Clear() { _streamingTexts.Clear(); }
public Dictionary<String, TextEntry> All() {
return new Dictionary<string, TextEntry>(_streamingTexts);
public void Clear() {
lock (_lock) {
_streamingTexts.Clear();
_pendingUpdates.Clear();
}
}
public Dictionary<String, TextEntry> All() {
lock (_lock) { return new Dictionary<string, TextEntry>(_streamingTexts); }
}
/// <summary>
/// Updates the text dictionary. Thread-safe - can be called from any thread.
/// Listeners are NOT notified here; call ProcessPendingUpdates from main thread.
/// </summary>
public String
HandleNewStreamingText(String llmId, String newText, Int32 knownByteCount, bool completed) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
lock (_lock) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
_listeners.Where(x => x.TextId() == llmId)
.ToList()
.ForEach(x => x.OnTextUpdate(updatedText, completed));
// Mark this text ID as having pending updates
_pendingUpdates.Add(llmId);
return updatedText;
return updatedText;
}
}
/// <summary>
/// Process pending updates and notify listeners. Must be called from main thread.
/// This batches multiple updates to the same text ID into a single notification per frame.
/// </summary>
public void ProcessPendingUpdates() {
List<(String llmId, TextEntry entry)> updates;
lock (_lock) {
if (_pendingUpdates.Count == 0) return;
// Collect pending updates and their current values
updates = _pendingUpdates.Where(id => _streamingTexts.ContainsKey(id))
.Select(id => (id, _streamingTexts[id]))
.ToList();
_pendingUpdates.Clear();
}
// Notify listeners outside the lock to avoid potential deadlocks
foreach (var (llmId, textEntry) in updates) {
foreach (var listener in _listeners.Where(x => x.TextId() == llmId)) {
listener.OnTextUpdate(textEntry.Text, textEntry.Completed);
}
}
}
public TextEntry GetTextEntry(string streamId) {
@@ -57,7 +108,10 @@ namespace eagle {
return new TextEntry(text, true);
}
return _streamingTexts.GetValueOrDefault(streamId, null);
lock (_lock) {
_streamingTexts.TryGetValue(streamId, out var entry);
return entry;
}
}
public void AddListener(IClientTextListener listener) {
@@ -70,4 +124,4 @@ namespace eagle {
public void RemoveListener(IClientTextListener listener) { _listeners.Remove(listener); }
}
}
}
@@ -86,5 +86,17 @@ namespace eagle {
}
public void ToggleClicked(bool value) { SetCostLabel(); }
public override void AddTargetedHero(HeroId heroId) {
// Find the index of the clicked hero in the divinable heroes list
var divinableArray = DivineCommand.DivinableHeroes.ToArray();
for (int i = 0; i < divinableArray.Length; i++) {
if (divinableArray[i].Hero.Id == heroId) {
_selectedHeroIndex = i;
SetUpUI();
return;
}
}
}
}
}
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Api.Command.Util;
@@ -9,6 +10,7 @@ using UnityEngine.UI;
namespace eagle {
using ProvinceId = Int32;
using HeroId = Int32;
public class ManagePrisonersCommandSelector : CommandSelector {
// Unity accessors
@@ -36,6 +38,26 @@ namespace eagle {
public override AvailableCommand.SealedValueOneofCase CommandType =>
AvailableCommand.SealedValueOneofCase.ManagePrisonerCommand;
public override List<HeroId> TargetedHeroIds => new() { SelectedHero.Id };
public override bool HeroIsTargetable(HeroId heroId) {
if (_availableCommand == null || _availableCommand.ManagePrisonerCommand == null) {
return false;
}
return ManagePrisonersCommand.Prisoners.Any(p => p.Prisoner.Hero.Id == heroId);
}
public override void AddTargetedHero(HeroId heroId) {
// Find the prisoner with this heroId and select it
for (int i = 0; i < ManagePrisonersCommand.Prisoners.Count; i++) {
if (ManagePrisonersCommand.Prisoners[i].Prisoner.Hero.Id == heroId) {
_selectedHeroIndex = i;
DisplaySelectedHero();
return;
}
}
}
public override string HeaderString => "Manage Prisoners";
public override string CommitButtonString =>
$"Commit {DisplayNames.PrisonerManagementTypeName(SelectedOption)}";
@@ -224,13 +224,14 @@ namespace eagle {
tp => tp.TypeId == battalionTypeId && tp.MeetsRequirements);
}
private void MaybeActivateRow(EventBasedTable table, BattalionTypeId battalionTypeId) {
private void MaybeActivateRow(
EventBasedTable table,
BattalionTypeId battalionTypeId,
int[] extraTroopsByType) {
var parent = table.gameObject.transform.parent;
var allowed = TypeIsAllowed(battalionTypeId) ||
extraTroops.Where(tfb => tfb.type == battalionTypeId)
.Select(tfb => tfb.count)
.Sum() > 0;
var allowed =
TypeIsAllowed(battalionTypeId) || extraTroopsByType[(int)battalionTypeId] > 0;
table.gameObject.GetComponent<OrganizeExtrasTable>().Set(
allowed,
@@ -251,12 +252,12 @@ namespace eagle {
parent.GetComponentInChildren<RawImage>().color = color;
}
private void MaybeActivateRows() {
MaybeActivateRow(lightInfantryTable, BattalionTypeId.LightInfantry);
MaybeActivateRow(heavyInfantryTable, BattalionTypeId.HeavyInfantry);
MaybeActivateRow(longbowmenTable, BattalionTypeId.Longbowmen);
MaybeActivateRow(dragoonsTable, BattalionTypeId.LightCavalry);
MaybeActivateRow(knightsTable, BattalionTypeId.HeavyCavalry);
private void MaybeActivateRows(int[] extraTroopsByType) {
MaybeActivateRow(lightInfantryTable, BattalionTypeId.LightInfantry, extraTroopsByType);
MaybeActivateRow(heavyInfantryTable, BattalionTypeId.HeavyInfantry, extraTroopsByType);
MaybeActivateRow(longbowmenTable, BattalionTypeId.Longbowmen, extraTroopsByType);
MaybeActivateRow(dragoonsTable, BattalionTypeId.LightCavalry, extraTroopsByType);
MaybeActivateRow(knightsTable, BattalionTypeId.HeavyCavalry, extraTroopsByType);
}
protected override void SetUpUI() {
@@ -330,7 +331,8 @@ namespace eagle {
} else
return false;
eb.Update(existingBattalions);
// Note: We don't call Update() here - the caller (UpdateTable or MaxClickedImpl)
// will call it when needed. This avoids redundant recalculations.
return true;
}
@@ -367,7 +369,6 @@ namespace eagle {
}
// Remove original troops
else {
var updated = eb.Update(existingBattalions);
var availableToRemove = eb.Original.Size - eb.troopsRemoved;
var newlyRemovedCount = Math.Min(KeyModifiedAmount.Amount(), availableToRemove);
@@ -464,7 +465,8 @@ namespace eagle {
} else
return false;
newB.Update(existingBattalions);
// Note: We don't call Update() here - the caller (UpdateTable or MaxClickedImpl)
// will call it when needed. This avoids redundant recalculations.
return true;
}
@@ -639,8 +641,6 @@ namespace eagle {
}
public void UpdateTable() {
battalionsTable.RowCount = 0;
maxAllButton.gameObject.SetActive(false);
mergeButton.gameObject.SetActive(false);
@@ -653,23 +653,30 @@ namespace eagle {
{ BattalionTypeId.Longbowmen, 0 }
};
maxAllButton.gameObject.SetActive(false);
foreach (var eb in existingBattalions) {
if (eb.dismissed) continue;
// Cache extra troop counts by type to avoid repeated LINQ queries
// Use array indexed by enum value for O(1) access without hashing
var battalionTypeCount = Enum.GetValues(typeof(BattalionTypeId)).Length;
var extraTroopsByType = new int[battalionTypeCount];
foreach (var et in extraTroops) { extraTroopsByType[(int)et.type] += et.count; }
var newRow = battalionsTable.AddRowWithComponent<OrganizeTroopsTableRow>();
// Count total rows needed and set RowCount to reuse existing rows
var activeExisting = existingBattalions.Where(eb => !eb.dismissed).ToList();
var totalRows = activeExisting.Count + newBattalions.Count;
battalionsTable.RowCount = totalRows;
int rowIndex = 0;
foreach (var eb in activeExisting) {
var row = battalionsTable.ComponentAt<OrganizeTroopsTableRow>(rowIndex);
eb.Update(existingBattalions);
newRow.BattalionInfo = eb;
row.BattalionInfo = eb;
newRow.PlusButtonClickedCallback = () => PlusClicked(eb);
newRow.MinusButtonClickedCallback = () => MinusClicked(eb);
newRow.MaxButtonClickedCallback = () => MaxClicked(eb);
newRow.DismissButtonClickedCallback = () => DismissClicked(eb);
row.PlusButtonClickedCallback = () => PlusClicked(eb);
row.MinusButtonClickedCallback = () => MinusClicked(eb);
row.MaxButtonClickedCallback = () => MaxClicked(eb);
row.DismissButtonClickedCallback = () => DismissClicked(eb);
bool canAugment =
TypeIsAllowed(eb.TypeId) ||
extraTroops.Where(tfb => tfb.type == eb.TypeId).Sum(tfb => tfb.count) > 0;
newRow.CanAugment = canAugment;
bool canAugment = TypeIsAllowed(eb.TypeId) || extraTroopsByType[(int)eb.TypeId] > 0;
row.CanAugment = canAugment;
if (eb.Count < eb.Capacity) {
// Enable MaxAll button if we could add new troops to this battalion type
@@ -681,18 +688,19 @@ namespace eagle {
mergeButton.gameObject.SetActive(true);
}
}
rowIndex++;
}
foreach (var newB in newBattalions) {
var newRow = battalionsTable.AddRowWithComponent<OrganizeTroopsTableRow>();
var row = battalionsTable.ComponentAt<OrganizeTroopsTableRow>(rowIndex);
newB.Update(existingBattalions);
newRow.BattalionInfo = newB;
row.BattalionInfo = newB;
newRow.PlusButtonClickedCallback = () => PlusClicked(newB);
newRow.MinusButtonClickedCallback = () => MinusClicked(newB);
newRow.MaxButtonClickedCallback = () => MaxClicked(newB);
newRow.DismissButtonClickedCallback = () => DismissClicked(newB);
row.PlusButtonClickedCallback = () => PlusClicked(newB);
row.MinusButtonClickedCallback = () => MinusClicked(newB);
row.MaxButtonClickedCallback = () => MaxClicked(newB);
row.DismissButtonClickedCallback = () => DismissClicked(newB);
if (newB.Count < newB.Capacity) {
maxAllButton.gameObject.SetActive(true);
@@ -701,6 +709,7 @@ namespace eagle {
mergeButton.gameObject.SetActive(true);
}
}
rowIndex++;
}
lightInfantryTable.RowCount = 0;
@@ -739,15 +748,18 @@ namespace eagle {
if (!sufficient) { _disabledReason = "Not enough gold"; }
// Also check that something has changed
// Check newBattalion fields directly instead of calling Update() which is expensive
bool somethingChanged =
(newBattalions.Exists(b => b.Update(existingBattalions).Size > 0) ||
(newBattalions.Exists(
b => b.newBattalion.NewTroops > 0 ||
b.newBattalion.TroopsFromOtherBattalion.Count > 0) ||
existingBattalions.Exists(eb => eb.changed != null || eb.troopsRemoved > 0));
if (!somethingChanged) { _disabledReason = "No battalions have changed"; }
_enableCommit = sufficient && somethingChanged;
resetAllButton.gameObject.SetActive(somethingChanged);
MaybeActivateRows();
MaybeActivateRows(extraTroopsByType);
}
public override AvailableCommand.SealedValueOneofCase CommandType =>
@@ -30,10 +30,26 @@ namespace eagle {
public override string HeaderString => "Recruit Heroes";
public override string CommitButtonString => "Commit Recruit";
public override bool HeroIsTargetable(HeroId heroId) =>
RecruitHeroesCommand.AvailableHeroes.Any(euh => euh.Hero.Id == heroId);
public override bool HeroIsTargetable(HeroId heroId) {
if (_availableCommand == null || _availableCommand.RecruitHeroesCommand == null) {
return false;
}
return RecruitHeroesCommand.AvailableHeroes.Any(euh => euh.Hero.Id == heroId);
}
public override List<HeroId> TargetedHeroIds => new List<HeroId> { SelectedHero.Hero.Id };
public override void AddTargetedHero(HeroId heroId) {
// Find the hero in available heroes and select it
var availableHeroes = RecruitHeroesCommand.AvailableHeroes.ToList();
for (int i = 0; i < availableHeroes.Count; i++) {
if (availableHeroes[i].Hero.Id == heroId) {
_selectedHeroIndex = i;
DisplayHero();
return;
}
}
}
void DisplayHero() {
heroDetails.SetHero(SelectedHero.Hero, _model);
statusText.text = DisplayNames.UnaffiliatedHeroStatus(SelectedHero.Type);
@@ -0,0 +1,151 @@
using System;
using common;
namespace eagle {
/// <summary>
/// Circuit breaker pattern for connection failures.
/// Prevents cascading failures by blocking connection attempts during server outages.
/// </summary>
public class ConnectionCircuitBreaker {
public enum State {
Closed, // Normal operation, allowing connections
Open, // Too many failures, blocking connections
HalfOpen // Testing if service recovered
}
private const int FailureThreshold = 5; // Open after 5 failures
private const double OpenTimeoutSeconds = 60.0; // Wait 60s before test
private const double SuccessResetThreshold = 3; // Close after 3 successes
private State _state = State.Closed;
private int _failureCount = 0;
private int _successCount = 0;
private DateTime? _openedAt = null;
private readonly Logger _logger = Logger.GetLogger("ConnectionLogger");
public State CurrentState {
get {
lock (this) { return _state; }
}
}
public DateTime? NextTestAttempt {
get {
lock (this) {
if (_state == State.Open && _openedAt.HasValue) {
return _openedAt.Value.AddSeconds(OpenTimeoutSeconds);
}
return null;
}
}
}
/// <summary>
/// Check if a connection attempt should be allowed.
/// </summary>
public bool ShouldAttemptConnection() {
lock (this) {
switch (_state) {
case State.Closed: return true; // Normal operation
case State.HalfOpen: return true; // Allow test attempt
case State.Open:
// Check if timeout has elapsed
if (_openedAt.HasValue) {
var elapsed = (DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (elapsed >= OpenTimeoutSeconds) {
// Transition to half-open for test
_state = State.HalfOpen;
_logger.LogLine(
$"[CIRCUIT] OPEN → HALF_OPEN (testing after {elapsed:F1}s)");
return true;
}
}
return false; // Still in open state, block connection
}
return false;
}
}
/// <summary>
/// Record a successful connection.
/// </summary>
public void RecordSuccess() {
lock (this) {
if (_state == State.HalfOpen) {
// Test succeeded, close circuit
_state = State.Closed;
_failureCount = 0;
_successCount = 0;
_openedAt = null;
_logger.LogLine($"[CIRCUIT] HALF_OPEN → CLOSED (test succeeded)");
} else if (_state == State.Closed) {
// Normal success, increment counter
_successCount++;
if (_failureCount > 0) {
_failureCount = Math.Max(0, _failureCount - 1); // Decay failures
}
if (_failureCount == 0 && _successCount >= SuccessResetThreshold) {
_successCount = 0; // Reset success counter
_logger.LogLine($"[CIRCUIT] CLOSED (connection stable)");
}
}
}
}
/// <summary>
/// Record a connection failure.
/// </summary>
public void RecordFailure() {
lock (this) {
_failureCount++;
_successCount = 0; // Reset success counter on any failure
if (_state == State.HalfOpen) {
// Test attempt failed, reopen circuit
_state = State.Open;
_openedAt = DateTime.UtcNow;
_logger.LogLine(
$"[CIRCUIT] HALF_OPEN → OPEN (test failed, failures={_failureCount})");
} else if (_failureCount >= FailureThreshold && _state == State.Closed) {
// Too many failures, open circuit
_state = State.Open;
_openedAt = DateTime.UtcNow;
_logger.LogLine(
$"[CIRCUIT] CLOSED → OPEN (failures={_failureCount}, threshold={FailureThreshold})");
}
}
}
/// <summary>
/// Get human-readable status for UI display.
/// </summary>
public string GetStatusMessage() {
lock (this) {
switch (_state) {
case State.Closed:
return _failureCount > 0
? $"Connection recovering ({_failureCount} recent failures)"
: "Connection healthy";
case State.HalfOpen: return "Testing connection...";
case State.Open:
if (_openedAt.HasValue) {
var timeUntilTest = OpenTimeoutSeconds -
(DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (timeUntilTest > 0) {
return $"Server unavailable. Retrying in {(int)timeUntilTest}s";
}
}
return "Server unavailable. Testing...";
default: return "Unknown state";
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1c49d026769d746aeac2ceff7c1f5dc4
@@ -0,0 +1,149 @@
using System;
using Net.Eagle0.Eagle.Api;
using TMPro;
using UnityEngine;
namespace eagle {
/// <summary>
/// Provides game state information for the connection status UI.
/// Implement this interface to show game-specific status when connected.
/// </summary>
public interface IGameStateProvider {
/// <summary>Server-reported game status. Null if no status received yet.</summary>
ServerGameStatus ServerStatus { get; }
/// <summary>True if a command was submitted and we're awaiting response (for >
/// 500ms).</summary>
bool IsProcessingCommand { get; }
}
/// <summary>
/// Simple UI component to display connection status and reconnection countdown.
/// Attach to a TextMeshProUGUI component to display status.
/// </summary>
public class ConnectionStatusUI : MonoBehaviour {
private TextMeshProUGUI _textComponent;
private PersistentClientConnection _connection;
private IGameStateProvider _gameStateProvider;
// Update interval in seconds
private const float UpdateInterval = 0.5f;
private float _timeSinceLastUpdate = 0f;
void Start() {
_textComponent = GetComponent<TextMeshProUGUI>();
if (_textComponent == null) {
Debug.LogError(
"ConnectionStatusUI must be attached to a TextMeshProUGUI component");
enabled = false;
return;
}
// Find the PersistentClientConnection - this assumes it's accessible
// In production, this would need proper dependency injection
// For now, the connection will be set externally or found via another method
}
/// <summary>
/// Set the connection to monitor. Call this after creating the connection.
/// </summary>
public void SetConnection(PersistentClientConnection connection) {
_connection = connection;
}
/// <summary>
/// Set the game state provider for showing game-specific status.
/// Call this when entering a game, clear it when leaving.
/// </summary>
public void SetGameStateProvider(IGameStateProvider provider) {
_gameStateProvider = provider;
}
void Update() {
if (_connection == null || _textComponent == null) { return; }
_timeSinceLastUpdate += Time.deltaTime;
if (_timeSinceLastUpdate < UpdateInterval) { return; }
_timeSinceLastUpdate = 0f;
UpdateDisplay();
}
private void UpdateDisplay() {
// Check circuit breaker state first - it takes precedence
var circuitState = _connection.CircuitBreaker.CurrentState;
if (circuitState == ConnectionCircuitBreaker.State.Open) {
var nextTest = _connection.CircuitBreaker.NextTestAttempt;
if (nextTest.HasValue) {
var timeUntilTest = nextTest.Value - DateTime.UtcNow;
if (timeUntilTest.TotalSeconds > 0) {
int seconds = (int)Math.Ceiling(timeUntilTest.TotalSeconds);
_textComponent.text =
$"<color=red>●</color> Server down. Retry in {seconds}s";
return;
}
}
_textComponent.text = "<color=red>●</color> Server unavailable";
return;
} else if (circuitState == ConnectionCircuitBreaker.State.HalfOpen) {
_textComponent.text = "<color=yellow>●</color> Testing connection...";
return;
}
// Normal connection state display
var state = _connection.CurrentState;
var nextAttempt = _connection.NextReconnectAttempt;
string statusText = state switch {
ConnectionState.Connected => GetConnectedStatusText(),
ConnectionState.Connecting => "<color=yellow>●</color> Connecting...",
ConnectionState.Disconnected => "<color=red>●</color> Disconnected",
ConnectionState.Reconnecting => GetReconnectingText(nextAttempt),
ConnectionState.SubscriptionPending => "<color=yellow>●</color> Subscribing...",
_ => "<color=gray>●</color> Unknown"
};
_textComponent.text = statusText;
}
private string GetConnectedStatusText() {
// If no game state provider, just show "Connected"
if (_gameStateProvider == null) { return "<color=green>●</color> Connected"; }
// Processing takes priority (client knows it submitted a command)
if (_gameStateProvider.IsProcessingCommand) {
return "<color=green>●</color> Processing...";
}
// Use server-reported status
var serverStatus = _gameStateProvider.ServerStatus;
if (serverStatus == null) {
// No server status yet - waiting for first response
return "<color=green>●</color> Connected";
}
return serverStatus.Status switch {
ServerGameStatus.Types.Status.YourTurn => "<color=green>●</color> Your turn",
ServerGameStatus.Types.Status.WaitingForPlayers =>
"<color=green>●</color> Waiting for other players",
ServerGameStatus.Types.Status.GeneratingText =>
"<color=green>●</color> Generating...",
ServerGameStatus.Types.Status.ProcessingAction =>
"<color=green>●</color> Processing...",
_ => "<color=green>●</color> Connected"
};
}
private string GetReconnectingText(DateTime? nextAttempt) {
if (!nextAttempt.HasValue) { return "<color=yellow>●</color> Reconnecting..."; }
var timeUntilRetry = nextAttempt.Value - DateTime.UtcNow;
if (timeUntilRetry.TotalSeconds <= 0) {
return "<color=yellow>●</color> Reconnecting...";
}
int secondsRemaining = (int)Math.Ceiling(timeUntilRetry.TotalSeconds);
return $"<color=orange>●</color> Retry in {secondsRemaining}s";
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 727a520b2deac4a28ae9c6a00e54c2e7
@@ -24,8 +24,8 @@ namespace eagle {
public RollPanelController rollPanelController;
public TextMeshProUGUI roundStatusLabel;
public TextMeshProUGUI widthLabel;
public TextMeshProUGUI heightLabel;
public TextMeshProUGUI connectionStatusLabel;
private bool _connectionStatusUIInitialized = false;
public GameObject alwaysOnLeftColumn;
public GameObject factionsAndMovingArmiesRow;
@@ -110,8 +110,15 @@ namespace eagle {
if (newWidth == _lastWidth && newHeight == _lastHeight) { return; }
widthLabel.text = newWidth.ToString();
heightLabel.text = newHeight.ToString();
// Initialize ConnectionStatusUI component once when connection is available
if (!_connectionStatusUIInitialized &&
errorHandler.PersistentClientConnection != null) {
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetConnection(errorHandler.PersistentClientConnection);
_connectionStatusUIInitialized = true;
}
}
_lastWidth = newWidth;
_lastHeight = newHeight;
@@ -158,6 +165,10 @@ namespace eagle {
Model = null;
chronicleCanvasController.Entries = new List<ChronicleEntry>();
SetMusic();
// Clear game state provider when leaving game
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(null); }
}
void MapControllerChangedTarget(List<ProvinceId> newTarget) {
@@ -177,6 +188,9 @@ namespace eagle {
}
void Update() {
// Process batched streaming text updates (thread-safe, once per frame)
ClientTextProvider.Provider.ProcessPendingUpdates();
ArrangeLayout();
if (_newModel != null) { SwapModel(); }
@@ -218,7 +232,8 @@ namespace eagle {
if (pause) {
ModelUpdater.StopListeningForUpdates();
} else {
ModelUpdater.StartListeningForUpdates();
// Fire-and-forget - subscription is awaited internally and failures are logged
_ = ModelUpdater.StartListeningForUpdates();
}
}
@@ -255,7 +270,13 @@ namespace eagle {
ModelUpdater.ErrorHandler = errorHandler;
MainQueue.Q.EnqueueForNextUpdate(() => { ModelUpdater.StartListeningForUpdates(); });
// Set up game state provider for connection status UI
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
// Fire-and-forget - subscription is awaited internally and failures are logged
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) => OnPlayModeStateChanged(state);
@@ -294,6 +315,7 @@ namespace eagle {
movingArmiesTableController.UpdateTables();
factionsTableController.UpdateTables();
heroesAndBattalionsPanelController.UpdateTables();
freeHeroesTableController.UpdateUnaffiliatedHeroSelections();
}
private void UpdateButtons() {
@@ -649,7 +671,9 @@ namespace eagle {
var shardokModel = Model.ShardokGameModels[selectedModel.ShardokGameId];
shardokCanvas.gameObject.SetActive(true);
shardokCanvas.GetComponent<ShardokGameController>().SetUpGame(shardokModel);
var shardokController = shardokCanvas.GetComponent<ShardokGameController>();
shardokController.SetUpGame(shardokModel);
shardokController.SetConnection(errorHandler.PersistentClientConnection);
gameObject.SetActive(false);
}
@@ -1,4 +1,5 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -61,7 +62,7 @@ namespace eagle {
RollFetcher RollFetcher { get; }
}
public class GameModelUpdater : IClientConnectionSubscriber {
public class GameModelUpdater : IClientConnectionSubscriber, IGameStateProvider {
private FactionId? PlayerId => _currentModel.PlayerId;
public Int64? CurrentEagleToken => _currentModel.CommandToken;
public Int64? CurrentShardokToken(string shardokGameId) {
@@ -94,13 +95,25 @@ namespace eagle {
public long GameId { get; }
public int LastUnfilteredResultCount => _lastUnfilteredResultCount;
public int LastUnfilteredResultCount {
get {
lock (_resultCountLock) { return _lastUnfilteredResultCount; }
}
}
public List<IClientConnectionSubscriber.ShardokViewStatus> ShardokViewStatuses =>
_currentModel.ShardokGameModels
.Select(sgm => new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = sgm.Value.History.Count()
.Select(sgm => {
var needsResync = _shardokNeedsResync.GetValueOrDefault(sgm.Key, false);
// Use thread-safe count from gRPC thread updates, fall back to model
var count = _shardokResultCounts.GetValueOrDefault(
sgm.Key,
sgm.Value.History.Count());
return new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = needsResync ? 0 : count,
requestFullResync = needsResync
};
})
.ToList();
@@ -117,10 +130,27 @@ namespace eagle {
public ErrorHandler ErrorHandler;
// Thread-safe: updated from gRPC thread via UpdateResultCounts, read from main thread
private int _lastUnfilteredResultCount = 0;
private readonly object _resultCountLock = new();
private readonly Logger _connectionLogger = Logger.GetLogger("ConnectionLogger");
// Track when a command was submitted for "Processing..." display
// Only show "Processing..." if command has been pending for > 500ms
private DateTime? _commandSubmittedTime;
private const double ProcessingDisplayDelayMs = 500.0;
// Track which Shardok games need full state resync after connection drop
// Thread-safe: accessed from both connection thread and Unity main thread
private readonly ConcurrentDictionary<string, bool> _shardokNeedsResync =
new ConcurrentDictionary<string, bool>();
// Thread-safe Shardok result counts: updated from gRPC thread via UpdateResultCounts
// Used by ShardokViewStatuses to report accurate counts even when MainQueue is blocked
private readonly ConcurrentDictionary<string, int> _shardokResultCounts =
new ConcurrentDictionary<string, int>();
private readonly RollFetcher _rollFetcher;
// State synced with server
@@ -219,8 +249,16 @@ namespace eagle {
}
private ShardokGameModel MakeGameModel(ShardokGameId shardokGameId) {
var battleView =
_currentModel.ShardokBattles.First(b => b.ShardokGameId == shardokGameId);
var battleView = _currentModel.ShardokBattles.FirstOrDefault(
b => b.ShardokGameId == shardokGameId);
if (battleView == null) {
// Battle was removed (e.g., it ended) before we could create the model.
// This is expected when Eagle's RemovedBattleIds update arrives before a
// pending Shardok update - the UI already shows "Back to Eagle" via
// MarkBattleEnded(), so we just skip this stale update.
return null;
}
PlayerId playerId = battleView.MyPlayerId ?? -1;
@@ -247,10 +285,9 @@ namespace eagle {
locationName: _currentModel.Provinces[defenderProvince].Name,
month: _currentModel.CurrentDate.Month,
players: players,
heroNames: _currentModel.Heroes.ToDictionary(
heroNameTextIds: _currentModel.Heroes.ToDictionary(
kv => kv.Key,
kv => ClientTextProvider.Provider.GetTextEntry(kv.Value.NameTextId)
.Text),
kv => kv.Value.NameTextId),
heroImages: _currentModel.Heroes.ToDictionary(
kv => kv.Key,
kv => kv.Value.ImagePath),
@@ -267,6 +304,14 @@ namespace eagle {
switch (updateItem.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
// Clear processing state - we received a response from the server
_commandSubmittedTime = null;
// Store server-reported game status for UI
if (updateItem.ActionResultResponse.ServerGameStatus != null) {
ServerStatus = updateItem.ActionResultResponse.ServerGameStatus;
}
_lastUnfilteredResultCount =
updateItem.ActionResultResponse.UnfilteredResultCountAfter;
if (updateItem.ActionResultResponse.ActionResultViews.Any() ||
@@ -290,18 +335,41 @@ namespace eagle {
out var shardokGameModel)) {
shardokGameModel =
MakeGameModel(shardokGameId: oneResponse.ShardokGameId);
// Battle may have ended before we could create the model - remove
// any stale reference and skip this update
if (shardokGameModel == null) {
_currentModel.ShardokGameModels.Remove(oneResponse.ShardokGameId);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
continue;
}
}
shardokGameModel.HandleUpdates(
var updatesOk = shardokGameModel.HandleUpdates(
oneResponse.ActionResultViews,
oneResponse.NewResultViewCount);
if (!updatesOk) {
// Missing results - mark for resync and clear history
MarkShardokForResync(oneResponse.ShardokGameId);
shardokGameModel.History.Clear();
continue;
}
shardokGameModel.HandleAvailableCommands(oneResponse.AvailableCommands);
// Clear resync flag after successfully receiving updates
ClearShardokResyncFlag(oneResponse.ShardokGameId);
if (shardokGameModel.GameStatus.State ==
GameStatus.Types.State.GameRunning ||
shardokGameModel.GameStatus.State == GameStatus.Types.State.SetUp) {
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
shardokGameModel;
} else {
// Game ended - remove from active models so UI knows battle is over
_currentModel.ShardokGameModels.Remove(oneResponse.ShardokGameId);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
}
}
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
@@ -322,10 +390,67 @@ namespace eagle {
}
}
public void StartListeningForUpdates() { PersistentConnection.Subscribe(this); }
/// <summary>
/// Update result counts immediately when an update is received from the server.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects use accurate counts even when MainQueue is blocked (e.g., backgrounded).
/// </summary>
public void UpdateResultCounts(GameUpdate update) {
switch (update.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
lock (_resultCountLock) {
_lastUnfilteredResultCount =
update.ActionResultResponse.UnfilteredResultCountAfter;
}
break;
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
foreach (var response in update.ShardokActionResultResponse
.ShardokGameResponses) {
_shardokResultCounts[response.ShardokGameId] = response.NewResultViewCount;
}
break;
}
}
/// <summary>
/// Subscribe to game updates. Returns true if subscription was acknowledged by server.
/// </summary>
public async Task<bool> StartListeningForUpdates() {
return await PersistentConnection.Subscribe(this);
}
public void StopListeningForUpdates() { PersistentConnection.Unsubscribe(this); }
/// <summary>
/// Mark a Shardok game for full state resync on next connection.
/// Used after connection drops to ensure state consistency.
/// </summary>
public void MarkShardokForResync(string shardokGameId) {
_shardokNeedsResync[shardokGameId] = true;
_connectionLogger.LogLine(
$"[RESYNC] Marked Shardok game {shardokGameId} for full state resync");
}
/// <summary>
/// Clear resync flag after successfully receiving full state.
/// </summary>
public void ClearShardokResyncFlag(string shardokGameId) {
if (_shardokNeedsResync.TryRemove(shardokGameId, out _)) {
_connectionLogger.LogLine(
$"[RESYNC] Cleared resync flag for Shardok game {shardokGameId}");
}
}
/// <summary>
/// Mark all active Shardok games for resync (called on disconnect).
/// </summary>
public void MarkAllShardokForResync() {
foreach (var shardokGameId in _currentModel.ShardokGameModels.Keys) {
MarkShardokForResync(shardokGameId);
}
}
public Task PostCommand(ProvinceId provinceId, SelectedCommand command) {
_connectionLogger.LogLine(
$"Posting command with token {_currentModel.CommandTokenString}");
@@ -333,6 +458,7 @@ namespace eagle {
_currentModel.AvailableCommandsByProvince.Clear();
_currentModel.CommandToken = null;
_currentModel.LastPostedToken = token;
_commandSubmittedTime = DateTime.UtcNow;
return PersistentConnection.PostEagleCommand(
gameId: GameId,
token: token,
@@ -344,6 +470,10 @@ namespace eagle {
}
private void HandleStartingState(GameStateView startingState) {
var timestamp = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss.fff");
_connectionLogger.LogLine(
$"[STATE_RESYNC] timestamp={timestamp} round={startingState.CurrentRoundId} factions={startingState.Factions.Count} heroes={startingState.Heroes.Count}");
_currentModel.GsView = startingState;
_currentModel.BattalionTypes =
startingState.BattalionTypes.ToDictionary(bt => bt.TypeId, bt => bt);
@@ -645,6 +775,15 @@ namespace eagle {
foreach (ShardokBattleView bv in entry.NewBattles) _currentModel.ShardokBattles.Add(bv);
foreach (string rb in entry.RemovedBattleIds) {
// If there's an active ShardokGameModel for this battle, mark it as ended
// so the UI knows to return to Eagle. This handles the race condition where
// the Eagle update removing the battle arrives before the Shardok Victory update.
if (_currentModel.ShardokGameModels.TryGetValue(rb, out var sgm)) {
sgm.MarkBattleEnded("Battle has ended.");
_currentModel.ShardokGameModels.Remove(rb);
}
_shardokResultCounts.TryRemove(rb, out _);
for (int i = 0; i < _currentModel.ShardokBattles.Count; i++) {
if (_currentModel.ShardokBattles[i].ShardokGameId == rb) {
_currentModel.ShardokBattles.RemoveAt(i);
@@ -690,5 +829,21 @@ namespace eagle {
Notify(result);
}
}
#region IGameStateProvider implementation
/// <summary>Server-reported game status from the last ActionResultResponse.</summary>
public ServerGameStatus ServerStatus { get; private set; }
/// <summary>
/// True if a command was submitted and we're awaiting response.
/// Only returns true if processing for > 500ms to avoid flashing.
/// </summary>
public bool IsProcessingCommand =>
_commandSubmittedTime.HasValue &&
(DateTime.UtcNow - _commandSubmittedTime.Value).TotalMilliseconds >
ProcessingDisplayDelayMs;
#endregion
}
}
@@ -59,7 +59,7 @@ namespace eagle {
}
}
private void UpdateUnaffiliatedHeroSelections() {
public void UpdateUnaffiliatedHeroSelections() {
UnaffiliatedHeroes.Each(
(uh, i) => SetUnaffiliatedHeroRowSelections(
unaffiliatedHeroesTable.ComponentAt<UnaffiliatedHeroRowController>(i),
@@ -18,10 +18,11 @@ namespace eagle {
if (scrollRect) { scrollRect.normalizedPosition = new Vector2(0, 1); }
}
// Always update the view when TextId changes to clear any stale text
if (!String.IsNullOrEmpty(_textId)) {
// If the text ID is set, we want to update the view immediately
// to reflect any existing text.
OnTextUpdate(ClientTextProvider.Provider.GetTextEntry(TextId));
} else {
UpdateView();
}
}
}
@@ -59,7 +60,14 @@ namespace eagle {
}
private void OnTextUpdate(TextEntry entry) {
if (entry != null) OnTextUpdate(entry.Text, entry.Completed);
if (entry != null) {
OnTextUpdate(entry.Text, entry.Completed);
} else {
// Entry doesn't exist yet - clear text and update view to avoid stale content
_currentText = "";
_currentCompleted = false;
UpdateView();
}
}
public void OnTextUpdate(string text, bool completed) {
@@ -11,10 +11,18 @@ namespace eagle {
public void ReceiveGameUpdate(GameUpdate update);
/// <summary>
/// Update the known result counts immediately when an update is received.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects don't request stale data while MainQueue is blocked.
/// </summary>
public void UpdateResultCounts(GameUpdate update);
// Used for registering for stream updates
struct ShardokViewStatus {
public string shardokGameId;
public Int32 filteredResultCount;
public bool requestFullResync; // Request full state instead of delta
}
struct StreamingTextStatus {
@@ -21,6 +21,8 @@ namespace eagle {
public bool Enabled { get; set; }
private void SetDefaultProvinceColor(ProvinceId provinceId) {
// Model may be null during reconnection when UI is being reset
if (Model?.Provinces == null || !Model.Provinces.ContainsKey(provinceId)) { return; }
SetProvinceColor(provinceId, ColorForProvince(Model.Provinces[provinceId]));
}
@@ -17,6 +17,10 @@ namespace eagle {
private readonly Queue<Notification> _notes = new();
// Incremented when DismissAll is clicked; pending AddNote calls check this
// to skip adding if a dismiss happened since they were enqueued
private int _dismissGeneration = 0;
private void SetPopupInfos() {
PopupInfos = _notes.Select(note => new PopupInfo {
titleText = note.Title,
@@ -40,15 +44,30 @@ namespace eagle {
}
}
// Compare hero lists by ID since HeroView is a protobuf message with reference equality
private static bool HeroListsMatch(List<HeroView> a, List<HeroView> b) {
if (a == null && b == null) return true;
if (a == null || b == null) return false;
if (a.Count != b.Count) return false;
return a.Select(h => h.Id).SequenceEqual(b.Select(h => h.Id));
}
public void AddNote(
string title,
string text,
string llmId,
List<ProvinceId> provinceIds,
List<HeroView> displayedHeroes) {
// Capture current generation - if DismissAll is clicked before this executes,
// we'll skip adding the note
var capturedGeneration = _dismissGeneration;
MainQueue.Q.Enqueue(() => {
// Skip if DismissAll was clicked since this was enqueued
if (capturedGeneration != _dismissGeneration) return;
var existingNote = _notes.FirstOrDefault(
n => n.Title == title && n.DisplayedHeroes.SequenceEqual(displayedHeroes));
n => n.Title == title &&
HeroListsMatch(n.DisplayedHeroes, displayedHeroes));
if (existingNote == null) {
_notes.Enqueue(new Notification(
@@ -70,6 +89,8 @@ namespace eagle {
}
public void DismissAllClicked() {
// Increment generation immediately so pending AddNote calls will skip
_dismissGeneration++;
_notes.Clear();
SetPopupInfos();
}
@@ -37,6 +37,9 @@ namespace eagle.Notifications {
{ OutlawSpottedDetails, OutlawSpottedDetailsNotificationGenerator.Generator },
{ PrisonerExchangeDetails, PrisonerExchangeDetailsNotificationGenerator.Generator },
{ PrisonerExecutedDetails, PrisonerExecutedDetailsNotificationGenerator.Generator },
{ PrisonerReleasedDetails, PrisonerReleasedDetailsNotificationGenerator.Generator },
{ PrisonerExiledDetails, PrisonerExiledDetailsNotificationGenerator.Generator },
{ PrisonerReturnedDetails, PrisonerReturnedDetailsNotificationGenerator.Generator },
{ ProvinceHeldDetails, ProvinceHeldDetailsNotificationGenerator.Generator },
{ QuestFailed, QuestFailedDetailsNotificationGenerator.Generator },
{ QuestFulfilled, QuestFulfilledDetailsNotificationGenerator.Generator },
@@ -53,7 +56,8 @@ namespace eagle.Notifications {
{ AllianceRejectedDetails, AllianceRejectedDetailsNotificationGenerator.Generator },
{ BreakAllianceAcceptedDetails, BreakAllianceAcceptedNotificationGenerator.Generator },
{ VassalExiledDetails, VassalExiledDetailsNotificationGenerator.Generator },
{ WithdrewForTruce, WithdrewForTruceDetailsNotificationGenerator.Generator }
{ WithdrewForTruce, WithdrewForTruceDetailsNotificationGenerator.Generator },
{ ProfessionGainedDetails, ProfessionGainedDetailsNotificationGenerator.Generator }
};
public static IEnumerable<Notification> GenerateNotifications(
@@ -43,11 +43,12 @@ namespace eagle.Notifications.ARNNotifications {
heroPlaceholders["ExecutedHero"] = (hero.NameTextId, "the prisoner");
}
yield return new DynamicTextNotification(
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
singleProvinceId: note.ProvinceId,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerExiledDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerExiledDetails;
var hero = currentModel.Heroes[note.ExiledHeroId];
var exilingFactionName = currentModel.FactionName(note.ExilingFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ExilingFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Exiled";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{exilingFactionName} has exiled {victimDescription}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{exilingFactionName} has exiled {{ExiledHero}}!\n\n";
heroPlaceholders["ExiledHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be877c33ab14e4b37b6402ca0826efa1
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerReleasedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerReleasedDetails;
var hero = currentModel.Heroes[note.ReleasedHeroId];
var releasingFactionName = currentModel.FactionName(note.ReleasingFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ReleasingFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Released";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{releasingFactionName} has released {victimDescription}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{releasingFactionName} has released {{ReleasedHero}}!\n\n";
heroPlaceholders["ReleasedHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 21603b7e9604d459ea6141801d820f2e
@@ -0,0 +1,58 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerReturnedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerReturnedDetails;
var hero = currentModel.Heroes[note.ReturnedHeroId];
var returningFactionName = currentModel.FactionName(note.ReturningFactionId);
var toFactionName = currentModel.FactionName(note.ToFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ReturningFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Returned";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate =
$"{returningFactionName} has returned {victimDescription} to {toFactionName}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate =
$"{returningFactionName} has returned {{ReturnedHero}} to {toFactionName}!\n\n";
heroPlaceholders["ReturnedHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9c378d55ca4214d53b63c2bb14a614a4
@@ -0,0 +1,74 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class ProfessionGainedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Dictionary<Profession, string> ProfessionNames =
new Dictionary<Profession, string> {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Dictionary<Profession, string> ProfessionTitles =
new Dictionary<Profession, string> {
{ Profession.Mage, "Arcane Awakening" },
{ Profession.Necromancer, "Dark Pact Sealed" },
{ Profession.Engineer, "Genius Unleashed" },
{ Profession.Paladin, "Divine Calling" },
{ Profession.Ranger, "One with the Wild" },
{ Profession.Champion, "Born for Battle" }
};
private static string GetProfessionName(Profession profession) {
return ProfessionNames.TryGetValue(profession, out var name) ? name : "Unknown";
}
private static string GetArticle(string word) {
if (string.IsNullOrEmpty(word)) return "a";
char firstChar = char.ToLower(word[0]);
return (firstChar == 'a' || firstChar == 'e' || firstChar == 'i' || firstChar == 'o' ||
firstChar == 'u')
? "an"
: "a";
}
private static string GetProfessionTitle(Profession profession) {
return ProfessionTitles.TryGetValue(profession, out var title) ? title
: "Profession Gained";
}
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var details = notification.Details.ProfessionGainedDetails;
var hero = currentModel.Heroes[details.HeroId];
var factionName = currentModel.FactionName(details.FactionId);
var professionName = GetProfessionName(details.NewProfession);
var article = GetArticle(professionName);
var affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
string textTemplate =
$"{{Hero}} of {factionName} became {article} {professionName}.\n\n";
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)> {
{ "Hero", (hero.NameTextId, "A hero") }
};
yield return DynamicTextNotification.StreamingDynamicNotification(
title: GetProfessionTitle(details.NewProfession),
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: affectedProvinces,
displayedHeroes: new List<HeroView> { hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 11e2f9347861144c8983e71df3abef74
@@ -102,6 +102,11 @@ namespace eagle.Notifications {
}
public void Append(string text, List<ProvinceId> provinceIds) {
// Skip if this exact text is already in the notification (prevents duplicates
// when the same update is processed multiple times, e.g., after resuming from
// background)
if (Text.Contains(text)) { return; }
if (ShouldAppend) {
Text += "\n" + text;
ProvinceIds.AddRange(provinceIds);
@@ -16,6 +16,14 @@ namespace eagle {
using ShardokGameId = String;
using ProvinceId = Int32;
public enum ConnectionState {
Disconnected,
Connecting,
Connected,
Reconnecting,
SubscriptionPending // Connected but waiting for subscription acknowledgment
}
public interface ILobbySubscriber {
void ReceiveLobbyUpdate(LobbyResponse lobbyResponse);
void ReceivePregeneratedTextUpdate(PregeneratedTextResponse response);
@@ -26,20 +34,95 @@ namespace eagle {
public class PersistentClientConnection : IDisposable {
private const double TimeoutSeconds = 300.0;
private const double HeartbeatTimerSeconds = 10.0;
// Idle timeout = 2x HTTP/2 keepalive interval (15s * 2 = 30s)
private const double MaxIdleSeconds = 30.0;
private DateTime _lastResponseReceived = DateTime.UtcNow;
private int _lastIdleWarningLevel = 0; // 0=none, 1=10s warning, 2=20s warning
private readonly Metadata _credentials;
private readonly CancellationToken _cancellationToken;
private readonly Logger _remoteEagleClientLogger = Logger.GetLogger("ConnectionLogger");
private readonly Logger _timingsLogger = Logger.GetLogger("ConnectionLogger");
private Timer _timer = null;
private volatile bool _isConnecting = false;
private Timer _idleCheckTimer = null;
private Timer _heartbeatTimer = null;
private const double HeartbeatIntervalSeconds = 10.0;
// Connection metrics for diagnostics
private DateTime? _lastConnectAttempt = null;
private DateTime? _lastSuccessfulConnect = null;
private DateTime? _lastDisconnect = null;
private StatusCode? _lastDisconnectReason = null;
// Exponential backoff for reconnection
private int _consecutiveFailures = 0;
private const double MinBackoffSeconds = 2.0;
private const double MaxBackoffSeconds = 32.0;
// Connection state for UI monitoring
private ConnectionState _currentState = ConnectionState.Disconnected;
public ConnectionState CurrentState => _currentState;
public DateTime? NextReconnectAttempt { get; private set; } = null;
// Circuit breaker for preventing cascading failures
private ConnectionCircuitBreaker _circuitBreaker = new ConnectionCircuitBreaker();
public ConnectionCircuitBreaker CircuitBreaker => _circuitBreaker;
private DateTime? GetDeadlineFromNow() {
return DateTime.UtcNow.AddSeconds(TimeoutSeconds);
}
private int GetTotalShardokGames() {
int total = 0;
lock (this) {
foreach (var sub in _subscribers.Values) { total += sub.ShardokViewStatuses.Count; }
}
return total;
}
private void
LogConnectionEvent(string eventType, string details = null, StatusCode? statusCode = null) {
var timestamp = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss.fff");
var shardokCount = GetTotalShardokGames();
var shardokInfo = shardokCount > 0 ? $" shardok_games={shardokCount}" : "";
var statusInfo = statusCode.HasValue ? $" status={statusCode.Value}" : "";
var detailsInfo = !string.IsNullOrEmpty(details) ? $" details=\"{details}\"" : "";
var timeSinceLastConnect =
_lastSuccessfulConnect.HasValue
? $" seconds_since_connect={(DateTime.UtcNow - _lastSuccessfulConnect.Value).TotalSeconds:F1}"
: "";
_remoteEagleClientLogger.LogLine(
$"[CONNECTION] timestamp={timestamp} event={eventType}{shardokInfo}{statusInfo}{detailsInfo}{timeSinceLastConnect}");
}
private double GetBackoffSeconds() {
if (_consecutiveFailures == 0) { return MinBackoffSeconds; }
// Exponential backoff: 2, 4, 8, 16, 32 (capped)
double backoff = MinBackoffSeconds * Math.Pow(2, _consecutiveFailures);
return Math.Min(backoff, MaxBackoffSeconds);
}
private void ScheduleReconnect(string reason) {
double backoffSeconds = GetBackoffSeconds();
_consecutiveFailures++;
_currentState = ConnectionState.Reconnecting;
NextReconnectAttempt = DateTime.UtcNow.AddSeconds(backoffSeconds);
LogConnectionEvent(
"schedule_reconnect",
$"{reason}, backoff={backoffSeconds:F1}s, attempt={_consecutiveFailures}");
_retryTimer?.Dispose();
_retryTimer = new Timer();
_retryTimer.AutoReset = false;
_retryTimer.Interval = backoffSeconds * 1000;
_retryTimer.Elapsed += (sender, args) => Task.Run(() => Connect());
_retryTimer.Enabled = true;
}
private readonly Eagle.EagleClient _grpcClient;
private AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> _streamingCall;
@@ -51,6 +134,11 @@ namespace eagle {
private List<PostCommandRequest> _pendingCommands = new();
// Pending subscription acknowledgments - used to wait for server confirmation
private readonly Dictionary<EagleGameId, TaskCompletionSource<SubscriptionAck>>
_pendingSubscriptionAcks = new();
private const int SubscriptionAckTimeoutMs = 10000; // 10 seconds
public PersistentClientConnection(
Eagle.EagleClient grpcClient,
Metadata credentials,
@@ -60,17 +148,27 @@ namespace eagle {
_cancellationToken = cancellationToken;
}
private void StreamOneGame(IClientConnectionSubscriber subscriber) {
/// <summary>
/// Sends a subscription request for a game and awaits server acknowledgment.
/// Returns true if the subscription was acknowledged successfully, false otherwise.
/// IMPORTANT: Must be called outside of lock(this) to allow awaiting.
/// </summary>
private async Task<bool> StreamOneGameAsync(IClientConnectionSubscriber subscriber) {
var gameId = subscriber.GameId;
var streamGameRequest = new StreamGameRequest {
GameId = subscriber.GameId,
GameId = gameId,
UnfilteredResultCount = subscriber.LastUnfilteredResultCount
};
streamGameRequest.ShardokViewStatuses.AddRange(subscriber.ShardokViewStatuses.Select(
// Get Shardok statuses (may include resync flags)
var shardokStatuses = subscriber.ShardokViewStatuses;
streamGameRequest.ShardokViewStatuses.AddRange(shardokStatuses.Select(
status => new StreamGameRequest.Types.ShardokViewStatus {
FilteredResultCount = status.filteredResultCount,
ShardokGameId = status.shardokGameId
ShardokGameId = status.shardokGameId,
RequestFullResync = status.requestFullResync
}));
streamGameRequest.StreamingTextStatuses.AddRange(
subscriber.StreamingTextStatuses.Select(
status => new StreamGameRequest.Types.StreamingTextStatus {
@@ -81,50 +179,205 @@ namespace eagle {
var request = new UpdateStreamRequest { StreamGameRequest = streamGameRequest };
DoWithStreamingCall(async (sc) => {
// Create a TaskCompletionSource to wait for the server's acknowledgment
var ackTcs = new TaskCompletionSource<SubscriptionAck>();
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks[gameId] = ackTcs; }
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Sending StreamGameRequest for game {gameId}, " +
$"unfilteredCount={subscriber.LastUnfilteredResultCount}");
var sendSuccess = await DoWithStreamingCall(async (sc) => {
await sc.RequestStream.WriteAsync(request);
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] StreamGameRequest sent successfully for game {gameId}");
return true;
});
if (!sendSuccess) {
// Write failed - clean up and return
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
LogConnectionEvent("subscribe_send_failed", $"game={gameId}");
return false;
}
// Wait for server acknowledgment with timeout
using var timeoutCts = new CancellationTokenSource();
try {
var ackTask = ackTcs.Task;
var timeoutTask = Task.Delay(SubscriptionAckTimeoutMs, timeoutCts.Token);
var completedTask = await Task.WhenAny(ackTask, timeoutTask);
if (completedTask == timeoutTask) {
// Timeout waiting for ack
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
LogConnectionEvent("subscribe_ack_timeout", $"game={gameId}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Timeout waiting for SubscriptionAck for game {gameId}");
return false;
}
// Cancel the timeout task since ack was received
timeoutCts.Cancel();
var ack = await ackTask;
if (ack.Success) {
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Subscription confirmed for game {gameId}, " +
$"confirmedResultCount={ack.ConfirmedResultCount}");
// Note: Shardok resync flags are cleared in EagleGameModel.HandleOneGameUpdate
// AFTER updates are actually received, not here. This ensures that if the
// connection drops between acknowledgment and update delivery, the resync
// will be requested again on the next reconnect.
return true;
} else {
LogConnectionEvent(
"subscribe_ack_failed",
$"game={gameId}, error={ack.ErrorMessage}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Server rejected subscription for game {gameId}: {ack.ErrorMessage}");
return false;
}
} catch (OperationCanceledException) {
// Task was cancelled (e.g., connection drop) - not an error
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Cancelled waiting for ack for game {gameId}");
return false;
} catch (Exception e) {
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Exception waiting for ack for game {gameId}: {e.Message}");
return false;
}
}
public async Task Connect() {
_remoteEagleClientLogger.LogLine($"Connect() called");
// Dispose existing streaming call before creating new one
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
// Cancel and dispose existing thread cancellation token
_threadCancellationTokenSource?.Cancel();
_threadCancellationTokenSource?.Dispose();
_threadCancellationTokenSource = new CancellationTokenSource();
_currentThreadToken = _threadCancellationTokenSource.Token;
// Prevent concurrent connection attempts
if (_isConnecting) {
_remoteEagleClientLogger.LogLine($"Connect() skipped - already connecting");
return;
}
var call = _grpcClient.StreamUpdates(
headers: _credentials,
deadline: GetDeadlineFromNow(),
cancellationToken: _cancellationToken);
Queue<PostCommandRequest> pendingCommands = new Queue<PostCommandRequest>();
try {
lock (this) {
_streamingCall = call;
_streamingCallThread = new Thread(HandleStreamingCall);
_streamingCallThread.Start();
// Check circuit breaker
if (!_circuitBreaker.ShouldAttemptConnection()) {
_remoteEagleClientLogger.LogLine(
$"[CIRCUIT] Connection attempt blocked - circuit {_circuitBreaker.CurrentState}");
LogConnectionEvent("connect_blocked", $"circuit={_circuitBreaker.CurrentState}");
return;
}
foreach (var kv in _subscribers) { StreamOneGame(kv.Value); }
_isConnecting = true;
try {
_lastConnectAttempt = DateTime.UtcNow;
_currentState = _consecutiveFailures > 0 ? ConnectionState.Reconnecting
: ConnectionState.Connecting;
NextReconnectAttempt = null;
LogConnectionEvent("connect_attempt");
// Dispose existing streaming call before creating new one
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
// Cancel and dispose existing thread cancellation token
_threadCancellationTokenSource?.Cancel();
_threadCancellationTokenSource?.Dispose();
_threadCancellationTokenSource = new CancellationTokenSource();
_currentThreadToken = _threadCancellationTokenSource.Token;
}
await TryPendingCommands();
} catch (Exception e) {
_remoteEagleClientLogger.LogLine($"Got exception {e} in Connect()");
lock (this) {
while (pendingCommands.Any()) {
_pendingCommands.Add(pendingCommands.Dequeue());
var call = _grpcClient.StreamUpdates(
headers: _credentials,
deadline: GetDeadlineFromNow(),
cancellationToken: _cancellationToken);
Queue<PostCommandRequest> pendingCommands = new Queue<PostCommandRequest>();
try {
List<IClientConnectionSubscriber> subscribersToStream;
lock (this) {
_streamingCall = call;
_streamingCallThread = new Thread(HandleStreamingCall);
_streamingCallThread.Start();
// Collect subscribers under lock
subscribersToStream = _subscribers.Values.ToList();
}
// Stream subscriptions OUTSIDE lock (can await)
// Set state to SubscriptionPending while waiting for acks
if (subscribersToStream.Any()) {
_currentState = ConnectionState.SubscriptionPending;
}
bool allSucceeded = true;
foreach (var subscriber in subscribersToStream) {
if (!await StreamOneGameAsync(subscriber)) { allSucceeded = false; }
}
if (!allSucceeded) {
// Subscription failed - this is critical because the game won't receive
// updates. Trigger reconnect rather than proceeding to Connected state.
LogConnectionEvent(
"subscribe_failed",
"Subscription failed - triggering reconnect");
// Cleanup resources before reconnecting (consistent with other failure
// paths in HandleStreamingCall). This prevents the background thread from
// triggering its own reconnect when Connect() disposes the streaming call.
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
_circuitBreaker.RecordFailure();
ScheduleReconnect("SubscriptionFailed");
return;
}
_lastSuccessfulConnect = DateTime.UtcNow;
_consecutiveFailures = 0; // Reset backoff on successful connection
_currentState = ConnectionState.Connected;
_circuitBreaker.RecordSuccess();
LogConnectionEvent("connect_success");
// CRITICAL: Cancel any pending scheduled reconnect to prevent it from
// firing and killing this working connection
if (_retryTimer != null) {
_retryTimer.Enabled = false;
_retryTimer.Dispose();
_retryTimer = null;
}
// CRITICAL: Reset idle timer baseline before starting idle check
// Otherwise, on reconnect, _lastResponseReceived still has the old
// timestamp and CheckForIdleTimeout() will immediately kill this
// new connection thinking it's been idle for minutes
_lastResponseReceived = DateTime.UtcNow;
_lastIdleWarningLevel = 0;
// Start monitoring for idle timeout (relies on HTTP/2 keepalive)
StartIdleCheckTimer();
// Start sending heartbeats with sync status
StartHeartbeatTimer();
await TryPendingCommands();
} catch (Exception e) {
_circuitBreaker.RecordFailure();
LogConnectionEvent("connect_failed", e.GetType().Name);
_remoteEagleClientLogger.LogLine($"Got exception {e} in Connect()");
lock (this) {
while (pendingCommands.Any()) {
_pendingCommands.Add(pendingCommands.Dequeue());
}
}
}
}
} finally { _isConnecting = false; }
}
private async Task<bool> TryPendingCommands() {
@@ -229,6 +482,10 @@ namespace eagle {
public void Disconnect() {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect_explicit");
StopIdleCheckTimer();
StopHeartbeatTimer();
_streamingCall?.Dispose();
_streamingCall = null;
}
@@ -237,11 +494,8 @@ namespace eagle {
public void Dispose() {
lock (this) {
// Dispose timers first to stop any pending callbacks
if (_timer != null) {
_timer.Enabled = false;
_timer.Dispose();
_timer = null;
}
StopIdleCheckTimer();
StopHeartbeatTimer();
if (_retryTimer != null) {
_retryTimer.Enabled = false;
@@ -280,11 +534,19 @@ namespace eagle {
_lobbySubscriber = subscriber;
}
public void Subscribe(IClientConnectionSubscriber subscriber) {
/// <summary>
/// Subscribe to a game and wait for server acknowledgment.
/// Returns true if subscription was acknowledged, false if it failed or timed out.
/// </summary>
public async Task<bool> Subscribe(IClientConnectionSubscriber subscriber) {
IClientConnectionSubscriber toStream;
lock (this) {
_subscribers[subscriber.GameId] = subscriber;
StreamOneGame(subscriber);
toStream = subscriber;
}
// Stream OUTSIDE lock (can await)
return await StreamOneGameAsync(toStream);
}
public async Task PostError(EagleGameId gameId, string errorMessage, string stackTrace) {
@@ -439,9 +701,32 @@ namespace eagle {
});
break;
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
// Handle streaming text directly on gRPC thread - dictionary is thread-safe.
// Listeners are notified later via ProcessPendingUpdates() on main thread.
var str = gameUpdate.StreamingTextResponse;
if (str != null) {
ClientTextProvider.Provider.HandleNewStreamingText(
str.LlmIdentifier,
str.NewText,
str.StartingByteCount,
str.Completed);
}
// No MainQueue enqueue needed - ProcessPendingUpdates handles listener
// notification
break;
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
// This ensures reconnects use accurate counts even when MainQueue is blocked
// (e.g., when Unity is backgrounded).
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub)) {
sub.UpdateResultCounts(gameUpdate);
}
}
MainQueue.Q.Enqueue(async () => {
IClientConnectionSubscriber subscriber;
lock (this) {
@@ -472,14 +757,12 @@ namespace eagle {
threadToken = _currentThreadToken;
}
SetUpTimer();
var waitStartTime = DateTime.UtcNow;
while (sc != null && !_currentThreadToken.IsCancellationRequested &&
await sc.ResponseStream.MoveNext(_cancellationToken)) {
var receivedTime = DateTime.UtcNow;
_lastResponseReceived = receivedTime;
SetUpTimer();
_lastIdleWarningLevel = 0; // Reset idle warnings on data received
var waitTime = (receivedTime - waitStartTime).TotalMilliseconds;
if (waitTime > 100.0) { _timingsLogger.LogLine($"WAIT {waitTime} ms"); }
@@ -488,7 +771,7 @@ namespace eagle {
switch (current.ResponseDetailsCase) {
case UpdateStreamResponse.ResponseDetailsOneofCase.HeartbeatResponse:
_remoteEagleClientLogger.LogLine("Got a heartbeat response!");
HandleHeartbeatResponse(current.HeartbeatResponse);
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.GameUpdate:
@@ -553,6 +836,25 @@ namespace eagle {
mapInfo.Map);
}
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.SubscriptionAck:
var ack = current.SubscriptionAck;
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Received SubscriptionAck for game {ack.GameId}, " +
$"success={ack.Success}");
// Get TCS under lock, but call TrySetResult outside to avoid
// potential deadlock from synchronous continuations
TaskCompletionSource<SubscriptionAck> ackTcs = null;
lock (_pendingSubscriptionAcks) {
if (_pendingSubscriptionAcks.TryGetValue(
ack.GameId,
out ackTcs)) {
_pendingSubscriptionAcks.Remove(ack.GameId);
}
}
ackTcs?.TrySetResult(ack);
break;
}
@@ -566,113 +868,242 @@ namespace eagle {
"How did we get here? This is not my beautiful wife!");
} catch (RpcException e) {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
_lastDisconnectReason = e.StatusCode;
// Mark all active Shardok games for full state resync
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
switch (e.StatusCode) {
case StatusCode.Cancelled:
LogConnectionEvent("disconnect", "Cancelled", StatusCode.Cancelled);
_remoteEagleClientLogger.LogLine($"Got exception {e}");
if (_cancellationToken.IsCancellationRequested ||
_currentThreadToken.IsCancellationRequested) {
return;
}
// Only check the main cancellation token, not the thread-specific one
// The thread token gets cancelled during normal reconnection and
// shouldn't prevent it
if (_cancellationToken.IsCancellationRequested) { return; }
Connect();
ScheduleReconnect("Cancelled");
break;
case StatusCode.Internal:
LogConnectionEvent("disconnect", "Internal error", StatusCode.Internal);
_remoteEagleClientLogger.LogLine($"Got exception {e}");
Connect();
ScheduleReconnect("Internal");
break;
case StatusCode.DeadlineExceeded:
LogConnectionEvent(
"disconnect",
"Deadline exceeded",
StatusCode.DeadlineExceeded);
_remoteEagleClientLogger.LogLine("Got DeadlineExceeded");
Connect();
ScheduleReconnect("DeadlineExceeded");
break;
case StatusCode.Unavailable:
LogConnectionEvent("disconnect", "Unavailable", StatusCode.Unavailable);
_remoteEagleClientLogger.LogLine("Got Unavailable");
_retryTimer?.Dispose();
_retryTimer = new Timer();
_retryTimer.AutoReset = false;
_retryTimer.Interval = 5000;
_retryTimer.Elapsed += (sender, args) => Connect();
_retryTimer.Enabled = true;
ScheduleReconnect("Unavailable");
break;
default:
LogConnectionEvent(
"disconnect",
$"Unknown: {e.StatusCode}",
e.StatusCode);
_remoteEagleClientLogger.LogLine(
$"Something went very wrong, caught exception {e}");
ScheduleReconnect($"Unknown-{e.StatusCode}");
break;
}
}
} catch (ObjectDisposedException e) {
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect", "ObjectDisposed");
_remoteEagleClientLogger.LogLine($"Got ObjectDisposedException {e}");
Connect();
// Mark all active Shardok games for full state resync
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("ObjectDisposed");
}
return;
}
private void SetUpTimer() {
if (_timer != null) {
_timer.Enabled = false;
_timer.Dispose();
_timer = null;
/// <summary>
/// Mark all active Shardok games for resync across all subscribers.
/// Called when connection drops to ensure state consistency on reconnect.
/// </summary>
private void MarkAllShardokGamesForResync() {
foreach (var updater in _subscribers.Values.OfType<GameModelUpdater>()) {
updater.MarkAllShardokForResync();
}
_timer = new Timer { AutoReset = false, Interval = HeartbeatTimerSeconds * 1000 };
_timer.Elapsed += TimerFired;
_timer.Enabled = true;
}
private void SendHeartbeatRequest(
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc) {
var heartbeatRequest = new UpdateStreamRequest {
HeartbeatRequest =
new HeartbeatRequest {
ClientTimestamp = DateTimeOffset.Now.ToUnixTimeMilliseconds()
}
/// <summary>
/// Cancel all pending subscription acknowledgments.
/// Called when connection drops to unblock any waiting subscription tasks.
/// </summary>
private void CancelAllPendingSubscriptionAcks() {
lock (_pendingSubscriptionAcks) {
foreach (var tcs in _pendingSubscriptionAcks.Values) { tcs.TrySetCanceled(); }
_pendingSubscriptionAcks.Clear();
}
}
private void StartIdleCheckTimer() {
StopIdleCheckTimer();
_idleCheckTimer = new Timer {
AutoReset = true,
Interval = 5000 // Check every 5 seconds
};
sc.RequestStream.WriteAsync(heartbeatRequest);
_idleCheckTimer.Elapsed += (sender, args) => CheckForIdleTimeout();
_idleCheckTimer.Enabled = true;
}
private void TimerFired(object sender, ElapsedEventArgs e) {
if (sender != _timer) {
// This timer was canceled; ignore
return;
private void StopIdleCheckTimer() {
if (_idleCheckTimer != null) {
_idleCheckTimer.Enabled = false;
_idleCheckTimer.Dispose();
_idleCheckTimer = null;
}
if (_cancellationToken.IsCancellationRequested ||
_currentThreadToken.IsCancellationRequested) {
return;
}
private void CheckForIdleTimeout() {
if (_cancellationToken.IsCancellationRequested) { return; }
var idleTime = (DateTime.UtcNow - _lastResponseReceived).TotalSeconds;
// Early warnings at 10s and 20s to help diagnose slow connections
if (idleTime > 20.0 && _lastIdleWarningLevel < 2) {
_lastIdleWarningLevel = 2;
_remoteEagleClientLogger.LogLine(
$"[IDLE_WARNING] No messages received in {idleTime:F1}s (timeout at {MaxIdleSeconds}s)");
LogConnectionEvent("idle_warning_20s", $"idle_time={idleTime:F1}s");
} else if (idleTime > 10.0 && _lastIdleWarningLevel < 1) {
_lastIdleWarningLevel = 1;
_remoteEagleClientLogger.LogLine(
$"[IDLE_WARNING] No messages received in {idleTime:F1}s (timeout at {MaxIdleSeconds}s)");
LogConnectionEvent("idle_warning_10s", $"idle_time={idleTime:F1}s");
}
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc;
lock (this) { sc = _streamingCall; }
if (idleTime > MaxIdleSeconds) {
_remoteEagleClientLogger.LogLine(
$"[IDLE_TIMEOUT] No messages received in {idleTime:F1}s (max={MaxIdleSeconds}s), forcing reconnect");
LogConnectionEvent("idle_timeout", $"idle_time={idleTime:F1}s");
if (sc == null) {
// Already canceled
return;
}
_timer.Enabled = false;
_timer.Dispose();
_timer = null;
var now = DateTime.UtcNow;
var lastResponseReceived = _lastResponseReceived;
var secondsSinceResponse = (now - lastResponseReceived).TotalSeconds;
if (secondsSinceResponse > 2.0 * HeartbeatTimerSeconds) {
var toCancel = _streamingCall;
if (toCancel != null) {
toCancel.Dispose();
lock (this) {
_streamingCall = null;
Connect();
lock (this) { _streamingCall = null; }
Task.Run(() => Connect());
}
}
}
private void StartHeartbeatTimer() {
StopHeartbeatTimer();
_heartbeatTimer =
new Timer { AutoReset = true, Interval = HeartbeatIntervalSeconds * 1000 };
_heartbeatTimer.Elapsed += (sender, args) => Task.Run(() => SendHeartbeat());
_heartbeatTimer.Enabled = true;
}
private void StopHeartbeatTimer() {
if (_heartbeatTimer != null) {
_heartbeatTimer.Enabled = false;
_heartbeatTimer.Dispose();
_heartbeatTimer = null;
}
}
private async Task SendHeartbeat() {
if (_cancellationToken.IsCancellationRequested) { return; }
if (_currentState != ConnectionState.Connected) { return; }
// Build sync status for all subscribed games
var heartbeatRequest = new HeartbeatRequest {
ClientTimestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
};
List<IClientConnectionSubscriber> subscribers;
lock (this) { subscribers = _subscribers.Values.ToList(); }
foreach (var subscriber in subscribers) {
var gameSyncStatus = new GameSyncStatus {
GameId = subscriber.GameId,
UnfilteredResultCount = subscriber.LastUnfilteredResultCount
};
foreach (var shardokStatus in subscriber.ShardokViewStatuses) {
gameSyncStatus.ShardokSyncStatuses.Add(new ShardokSyncStatus {
ShardokGameId = shardokStatus.shardokGameId,
FilteredResultCount = shardokStatus.filteredResultCount
});
}
heartbeatRequest.GameSyncStatuses.Add(gameSyncStatus);
}
var request = new UpdateStreamRequest { HeartbeatRequest = heartbeatRequest };
var sent = await SendUpdateStreamRequestAsync(request);
if (sent) {
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Sent heartbeat with {heartbeatRequest.GameSyncStatuses.Count} games");
}
}
private void HandleHeartbeatResponse(HeartbeatResponse response) {
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Got response, server_timestamp={response.ServerTimestamp}");
// Check for sync mismatches reported by server
if (response.GameSyncResults.Count > 0) {
foreach (var syncResult in response.GameSyncResults) {
if (!syncResult.EagleInSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}: Eagle out of sync, " +
$"server has {syncResult.ServerUnfilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_eagle",
$"game={syncResult.GameId}, server_count={syncResult.ServerUnfilteredResultCount}");
}
foreach (var shardokResult in syncResult.ShardokSyncResults) {
if (!shardokResult.InSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}, Shardok {shardokResult.ShardokGameId}: " +
$"out of sync, server has {shardokResult.ServerFilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_shardok",
$"game={syncResult.GameId}, shardok={shardokResult.ShardokGameId}, " +
$"server_count={shardokResult.ServerFilteredResultCount}");
}
}
}
} else if (secondsSinceResponse > HeartbeatTimerSeconds) {
SendHeartbeatRequest(sc);
// Trigger resync by reconnecting - this will re-subscribe with current counts
// and the server will send missing updates
_remoteEagleClientLogger.LogLine(
"[SYNC_MISMATCH] Detected sync mismatch, triggering reconnect to resync");
LogConnectionEvent("sync_mismatch_reconnect", "Triggering reconnect to resync");
// Schedule reconnect to resync
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("SyncMismatch");
}
}
}
@@ -12,7 +12,8 @@ public class EagleConnection : IDisposable {
public readonly string playerName;
public readonly Metadata credentials;
public readonly string authHeader;
private const double KeepAliveSeconds = 45.0;
// Reduced from 45s to 15s for better NAT/firewall traversal
private const double KeepAliveSeconds = 15.0;
public static CancellationToken EagleCancellationToken =>
ConnectionKiller.EagleCancellationToken;
File diff suppressed because it is too large Load Diff
@@ -1,12 +1,21 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
public class MainQueue : MonoBehaviour {
static MainQueue __singletonInstance;
private readonly Queue<Action> _actionQueue = new();
private readonly Queue<Action> _nextUpdateQueue = new();
// Time budget per frame to prevent blocking when resuming from background
// 8ms leaves room for rendering within a 16ms (60fps) frame budget
private const long MaxMillisecondsPerFrame = 8;
// Track queue depth for logging
private int _lastLoggedQueueDepth = 0;
private MainQueue() {}
void Awake() {
@@ -15,6 +24,29 @@ public class MainQueue : MonoBehaviour {
// Update is called once per frame
void Update() {
int queueDepthBefore;
lock (_actionQueue) { queueDepthBefore = _actionQueue.Count; }
// Fast path: skip processing if queue is empty
if (queueDepthBefore == 0) {
lock (_nextUpdateQueue) {
if (_nextUpdateQueue.Count > 0) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }
_nextUpdateQueue.Clear();
}
}
return;
}
// Log when queue has built up (e.g., after resuming from background)
if (queueDepthBefore > 100 && queueDepthBefore != _lastLoggedQueueDepth) {
Debug.Log($"[MainQueue] Processing backlog: {queueDepthBefore} actions queued");
_lastLoggedQueueDepth = queueDepthBefore;
} else if (queueDepthBefore <= 100) {
_lastLoggedQueueDepth = 0;
}
var stopwatch = Stopwatch.StartNew();
Action possibleAction;
do {
possibleAction = null;
@@ -23,7 +55,7 @@ public class MainQueue : MonoBehaviour {
}
if (possibleAction != null) { possibleAction.Invoke(); }
} while (possibleAction != null);
} while (possibleAction != null && stopwatch.ElapsedMilliseconds < MaxMillisecondsPerFrame);
lock (_nextUpdateQueue) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }
@@ -1,6 +1,7 @@
using System;
using System.Diagnostics;
using System.IO;
using common;
using eagle;
using Net.Eagle0.Shardok.Api;
using TMPro;
@@ -27,6 +28,9 @@ public class SettingsPanelController : MonoBehaviour {
public Toggle tooltipHugsCursorToggle;
public HoveringTooltip hoveringTooltip;
public Slider autoScrollSpeedSlider;
public TMP_Text autoScrollSpeedLabel;
public HexGrid hexGrid;
private bool _active = false;
@@ -54,6 +58,11 @@ public class SettingsPanelController : MonoBehaviour {
tooltipHugsCursorToggle.isOn = PlayerPrefs.GetInt(TooltipHugsCursorKey, 0) == 1;
hoveringTooltip.HugsCursor = tooltipHugsCursorToggle.isOn;
if (autoScrollSpeedSlider != null) {
autoScrollSpeedSlider.value = AutoScrollingText.GlobalScrollSpeedMultiplier;
UpdateAutoScrollSpeedLabel(autoScrollSpeedSlider.value);
}
}
// Update is called once per frame
@@ -107,6 +116,21 @@ public class SettingsPanelController : MonoBehaviour {
hoveringTooltip.HugsCursor = val;
}
public void OnAutoScrollSpeedSliderChange(float val) {
AutoScrollingText.GlobalScrollSpeedMultiplier = val;
UpdateAutoScrollSpeedLabel(val);
}
private void UpdateAutoScrollSpeedLabel(float val) {
if (autoScrollSpeedLabel != null) {
if (val < 0.01f) {
autoScrollSpeedLabel.text = "Paused";
} else {
autoScrollSpeedLabel.text = $"{val:F2}x";
}
}
}
public void OnResourcesFolderClick() {
Process.Start(Path.Combine(Application.persistentDataPath, "eagle0", "Resources"));
}
@@ -22,6 +22,9 @@ public class HexMesh : MonoBehaviour {
}
public void Triangulate(IEnumerable<HexCell> cells) {
// Guard against Update() being called before SetUp() initializes hexMesh
if (hexMesh == null) return;
hexMesh.Clear();
vertices.Clear();
triangles.Clear();
@@ -74,6 +74,8 @@ namespace Shardok {
public ActionResultTypeManager actionResultTypeManager;
public Canvas eagleCanvas;
public TMP_Text connectionStatusLabel;
private bool _connectionStatusUIInitialized = false;
public ShardokGameModel Model { get; private set; }
@@ -353,6 +355,17 @@ namespace Shardok {
});
}
public void SetConnection(eagle.PersistentClientConnection connection) {
if (!_connectionStatusUIInitialized && connectionStatusLabel != null &&
connection != null) {
var statusUI = connectionStatusLabel.GetComponent<eagle.ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetConnection(connection);
_connectionStatusUIInitialized = true;
}
}
}
private void UpdateReserves() {
reservesController.HeaderLabelText = "Reserves";
reservesController.AllowSelection = false;
@@ -511,8 +524,8 @@ namespace Shardok {
UnitViewWithName unit;
if (!Model.UnitsById.TryGetValue(unitId, out unit)) { return "UNKNOWN"; }
if (unit.AttachedHero?.EagleHeroId is HeroId heroId) {
return Model.HeroNames[heroId];
if (unit.AttachedHero != null) {
return unit.Name ?? "Hero";
} else if (unit.Battalion.Type == BattalionTypeId.Undead) { // FIXME: hardcoded undead
if (unit.CommandingUnitId is UnitId commandingUnitId) {
return $"[[{HeroNameForUnitId(commandingUnitId)}]]";
@@ -948,7 +961,7 @@ namespace Shardok {
commandTypeUIManager.CommandGroupForType(command.Type));
}
if (allCommands.Any()) {
if (allCommands.Any() && mapMouseCoords != null) {
var meleeCommands = allCommands.Where(
command => CommandTypeUIManager.MeleeAttackGroup ==
commandTypeUIManager.CommandGroupForType(command.Type));
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using eagle;
using eagle0;
using UnityEngine;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
using UnityGoDiceInterface;
@@ -17,6 +18,23 @@ using static Net.Eagle0.Eagle.Api.ShardokPlacementCommands.Types;
using Hostility = Net.Eagle0.Common.Hostility;
public class ShardokGameModel {
private class HeroNameListener : IClientTextListener {
private readonly string _textId;
private readonly ShardokGameModel _model;
public HeroNameListener(string textId, ShardokGameModel model) {
_textId = textId;
_model = model;
}
public void OnTextUpdate(string text, bool completed) { _model.UpdateAction?.Invoke(); }
public string TextId() { return _textId; }
}
private readonly Dictionary<HeroId, string> _heroNameTextIds;
private readonly List<HeroNameListener> _heroNameListeners = new();
public struct PlayerWithHostility {
public PlayerId playerId;
public string factionName;
@@ -31,10 +49,20 @@ public class ShardokGameModel {
public int CastleCount { get; private set; }
public Dictionary<UnitId, UnitViewWithName> UnitsById { get; }
public Dictionary<UnitId, UnitViewWithName> ReserveUnitsById { get; }
public Dictionary<HeroId, ShardokGameId> HeroNames {
get; } // Heroes always stay in this list even if they are removed from the game.
public Dictionary<HeroId, ShardokGameId> HeroImages { get; }
public Dictionary<BattalionId, ShardokGameId> BattalionNames { get; }
public string GetHeroNameTextId(HeroId heroId) {
_heroNameTextIds.TryGetValue(heroId, out var textId);
return textId;
}
public void CleanupListeners() {
foreach (var listener in _heroNameListeners) {
ClientTextProvider.Provider.RemoveListener(listener);
}
_heroNameListeners.Clear();
}
public Dictionary<UnitId, PlayerId> UnitPlayers { get; }
public List<UnitViewWithName> Units => UnitsById.Values.ToList();
public List<UnitViewWithName> AllUncommittedUnits => ReserveUnitsById.Values.ToList();
@@ -83,6 +111,17 @@ public class ShardokGameModel {
public bool InSetUp => GameStatus != null && GameStatus.State == GameStatus.Types.State.SetUp;
/// <summary>
/// Mark this battle as ended (called when battle is removed from Eagle before
/// we receive the final Shardok update, e.g., due to race conditions when
/// Unity was backgrounded).
/// </summary>
public void MarkBattleEnded(string reason) {
GameStatus =
new GameStatus { State = GameStatus.Types.State.Victory, Description = reason };
UpdateAction?.Invoke();
}
private readonly PersistentClientConnection _persistentClientConnection;
private const int StartingHistoryCapacity = 100;
@@ -98,7 +137,7 @@ public class ShardokGameModel {
string locationName,
int month,
List<PlayerWithHostility> players,
Dictionary<HeroId, String> heroNames,
Dictionary<HeroId, String> heroNameTextIds,
Dictionary<HeroId, String> heroImages,
Dictionary<BattalionId, String> battalionNames,
RollFetcher rollFetcher) {
@@ -116,12 +155,19 @@ public class ShardokGameModel {
UnitsById = new Dictionary<UnitId, UnitViewWithName>();
ReserveUnitsById = new Dictionary<UnitId, UnitViewWithName>();
HeroNames = heroNames;
_heroNameTextIds = heroNameTextIds;
HeroImages = heroImages;
BattalionNames = battalionNames;
UnitPlayers = new Dictionary<UnitId, PlayerId>();
PlayerTotals = players.Select(p => new PlayerTotals { PlayerId = p.playerId }).ToList();
// Set up listeners for hero names
foreach (var kv in _heroNameTextIds) {
var listener = new HeroNameListener(kv.Value, this);
_heroNameListeners.Add(listener);
ClientTextProvider.Provider.AddListener(listener);
}
}
public UnitViewWithName UnitAtCoords(Coords coords) {
@@ -139,7 +185,10 @@ public class ShardokGameModel {
return null;
}
public void HandleUpdates(
/// <summary>
/// Returns true if updates were handled successfully, false if a resync is needed.
/// </summary>
public bool HandleUpdates(
IEnumerable<ActionResultView> newHistory,
int expectedNewResultCount) {
var existingHistoryCount = History.Count();
@@ -148,12 +197,16 @@ public class ShardokGameModel {
var diff = existingHistoryCount + newHistoryCount - expectedNewResultCount;
History.RemoveRange(existingHistoryCount - diff, diff);
} else if (expectedNewResultCount > existingHistoryCount + newHistoryCount) {
throw new ArgumentException(
$"Should have {expectedNewResultCount} results but we have {existingHistoryCount + newHistoryCount}");
// Missing results - likely due to dropped packets on bad network.
// Request a full resync instead of crashing.
Debug.Log(
$"ShardokGameModel: Missing results (expected {expectedNewResultCount}, have {existingHistoryCount + newHistoryCount}). Requesting resync.");
return false;
}
foreach (ActionResultView entry in newHistory) { HandleNewHistoryEntry(entry); }
if (newHistoryCount > 0 && UpdateAction != null) { UpdateAction.Invoke(); }
return true;
}
public void HandleAvailableCommands(AvailableCommands newCommands) {
@@ -360,10 +413,10 @@ public class ShardokGameModel {
}
foreach (UnitView changedUnit in gsvDiff.ChangedUnits) {
string name = null;
string heroNameTextId = null;
string headshotPath = null;
if (changedUnit.AttachedHero?.EagleHeroId is HeroId hid) {
HeroNames.TryGetValue(hid, out name);
heroNameTextId = GetHeroNameTextId(hid);
HeroImages.TryGetValue(hid, out headshotPath);
}
@@ -374,7 +427,7 @@ public class ShardokGameModel {
UnitsById[changedUnit.UnitId] = new UnitViewWithName(
uv: changedUnit,
name: name,
heroNameTextId: heroNameTextId,
battalionName: battalionName,
headshotPath: headshotPath);
UnitPlayers[changedUnit.UnitId] = changedUnit.PlayerId;
@@ -395,10 +448,10 @@ public class ShardokGameModel {
if (changedReserveUnit.PlayerId != PlayerId) { continue; }
string name = null;
string heroNameTextId = null;
string headshotPath = null;
if (changedReserveUnit.AttachedHero?.EagleHeroId is HeroId hid) {
HeroNames.TryGetValue(hid, out name);
heroNameTextId = GetHeroNameTextId(hid);
HeroImages.TryGetValue(hid, out headshotPath);
}
@@ -409,7 +462,7 @@ public class ShardokGameModel {
var uvwn = new UnitViewWithName(
uv: changedReserveUnit,
name: name,
heroNameTextId: heroNameTextId,
battalionName: battalionName,
headshotPath: headshotPath);
@@ -1,4 +1,5 @@
using System;
using eagle;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
@@ -18,7 +19,7 @@ namespace eagle0 {
Coords newLocation) {
UnitViewWithName newHero = new UnitViewWithName(
uv: unit.Unit.CopyAtLocation(newLocation),
name: unit.Name,
heroNameTextId: unit.HeroNameTextId,
battalionName: unit.BattalionName,
headshotPath: unit.HeadshotPath);
return newHero;
@@ -27,10 +28,15 @@ namespace eagle0 {
public class UnitViewWithName {
public UnitView Unit { get; private set; }
public string Name { get; private set; }
public string HeroNameTextId { get; private set; }
public string BattalionName { get; private set; }
public string HeadshotPath { get; private set; }
public string Name =>
HeroNameTextId != null
? ClientTextProvider.Provider.GetTextEntry(HeroNameTextId)?.Text ?? "Hero"
: null;
public HeroView AttachedHero => Unit.AttachedHero;
public BattalionView Battalion => Unit.Battalion;
public bool Hidden => Unit.Hidden;
@@ -55,11 +61,11 @@ namespace eagle0 {
public UnitViewWithName(
UnitView uv,
string name,
string heroNameTextId,
string battalionName,
string headshotPath) {
Unit = uv;
Name = name;
HeroNameTextId = heroNameTextId;
BattalionName = battalionName;
HeadshotPath = headshotPath;
}

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