ui/phase-27: root-cause aggregation of duplicate (race, className) rows

Legacy reports list the same `(race, className)` pair across several
roster rows; the engine likewise creates one ShipGroup per arrival.
Both the legacy parser and `TransformBattle` were keyed on shipClass
without summing — only the last row / group's counts survived, so a
protocol's destroy count appeared to exceed the recorded initial
roster. The UI worked around this with phantom-frame logic.

Both parser and engine now SUM `Number`/`NumberLeft` across rows /
groups sharing the same class; the phantom-frame workaround is gone.
KNNTS041 turn 41 planet #7 reconciles: `Nails:pup` 1168 initial −
86 survivors = 1082 destroys.

The engine's previously latent nil-map write on `bg.Tech` (would
have paniced on any group with non-empty Tech) is fixed in the same
patch — it blocked the aggregation regression test.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-13 18:52:40 +02:00
parent 2e7478f5ea
commit bd11cd80da
9 changed files with 344 additions and 133 deletions
+87
View File
@@ -8,6 +8,7 @@ import (
"galaxy/calc"
"galaxy/game/internal/controller"
"galaxy/game/internal/model/game"
"galaxy/model/report"
"github.com/stretchr/testify/assert"
)
@@ -184,3 +185,89 @@ func TestProduceBattles(t *testing.T) {
assert.Zero(t, c.ShipGroup(3).Number)
}
}
// TestTransformBattleAggregatesSameShipClass guards against the
// engine-side variant of the duplicate-class bug. Several ShipGroups
// of the same ShipClass.ID can take part in the same battle (arrivals
// from different planets, tech splits, etc.); they must collapse into
// a single BattleReportGroup with summed Number and NumberLeft. The
// pre-fix engine cached the first group's index and silently dropped
// every subsequent group's initial / survivor counts, which manifested
// downstream as more Destroyed shots in the protocol than the
// recorded initial roster could account for.
func TestTransformBattleAggregatesSameShipClass(t *testing.T) {
c, g := newCache()
assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
// Two Race_0 groups of the SAME ship class (Race_0_Gunship) plus
// one Race_1 group of Race_1_Gunship — all parked on Planet_0
// (owned by Race_0; the Race_1 group lands there via the Unsafe
// helper that bypasses the ownership check). Group indices land
// at 0, 1, 2 in creation order.
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R0_Planet_0_num, 5)
// Simulate post-battle survivor counts: Group 0 ended the battle
// with 8 ships, Group 1 with 6. The aggregated BattleReportGroup
// must report NumberLeft = 8 + 6 = 14 (not just the last cached
// group's 6 — that's the regression).
c.ShipGroup(0).Number = 8
c.ShipGroup(1).Number = 6
b := &controller.Battle{
Planet: R0_Planet_0_num,
ObserverGroups: map[int]bool{0: true, 1: true, 2: true},
InitialNumbers: map[int]uint{0: 10, 1: 10, 2: 5},
// Protocol must reference every in-battle group at least once
// (otherwise TransformBattle won't register it through the
// `ship()` path). Two shots from Race_1 against each Race_0
// group hits both groupIds.
Protocol: []controller.BattleAction{
{Attacker: 2, Defender: 0, Destroyed: true},
{Attacker: 2, Defender: 1, Destroyed: true},
},
}
r := controller.TransformBattle(c, b)
// Two BattleReportGroup entries total: one merged Race_0_Gunship
// (groups 0 + 1) and one Race_1_Gunship. NOT three.
if got, want := len(r.Ships), 2; got != want {
t.Fatalf("len(r.Ships) = %d, want %d (duplicate ShipClass.ID must merge)", got, want)
}
var gunship0, gunship1 *report.BattleReportGroup
for i := range r.Ships {
grp := r.Ships[i]
switch grp.Race {
case Race_0.Name:
gunship0 = &grp
case Race_1.Name:
gunship1 = &grp
}
}
if gunship0 == nil || gunship1 == nil {
t.Fatalf("missing race entry: race0=%v race1=%v", gunship0, gunship1)
}
if gunship0.ClassName != Race_0_Gunship {
t.Errorf("race0.ClassName = %q, want %q", gunship0.ClassName, Race_0_Gunship)
}
if gunship0.Number != 20 {
t.Errorf("race0.Number = %d, want 20 (10+10)", gunship0.Number)
}
if gunship0.NumberLeft != 14 {
t.Errorf("race0.NumberLeft = %d, want 14 (8+6)", gunship0.NumberLeft)
}
if !gunship0.InBattle {
t.Errorf("race0.InBattle = false, want true (both source groups were in-battle)")
}
if gunship1.Number != 5 || gunship1.NumberLeft != 5 {
t.Errorf("race1 = (Number=%d, NumberLeft=%d), want (5, 5)",
gunship1.Number, gunship1.NumberLeft)
}
}
+28 -6
View File
@@ -18,10 +18,35 @@ func TransformBattle(c *Cache, b *Battle) *report.BattleReport {
cacheShipClass := make(map[uuid.UUID]int)
cacheRaceName := make(map[uuid.UUID]int)
processedGroup := make(map[int]bool)
addShipGroup := func(groupId int, inBattle bool) int {
shipClass := c.ShipGroupShipClass(groupId)
sg := c.ShipGroup(groupId)
// Several ship-groups of the same race/class can take part
// in the same battle (different tech upgrades, arrivals from
// different planets, …). They share a single
// BattleReportGroup entry keyed by ShipClass.ID — when a
// later group lands on a cached class we add its Number and
// NumberLeft into the existing entry instead of dropping
// them, so the protocol's per-class destroy counts reconcile
// with the recorded totals. `processedGroup` guards against
// double-counting a single groupId across multiple shots in
// the protocol — `ship()` runs on every attacker and defender
// reference, the merge must happen once per groupId.
if existing, ok := cacheShipClass[shipClass.ID]; ok {
if !processedGroup[groupId] {
bg := r.Ships[existing]
bg.Number += b.InitialNumbers[groupId]
bg.NumberLeft += sg.Number
if inBattle {
bg.InBattle = true
}
r.Ships[existing] = bg
processedGroup[groupId] = true
}
return existing
}
itemNumber := len(r.Ships)
bg := &report.BattleReportGroup{
Race: c.g.Race[c.RaceIndex(sg.OwnerID)].Name,
@@ -31,22 +56,19 @@ func TransformBattle(c *Cache, b *Battle) *report.BattleReport {
ClassName: shipClass.Name,
LoadType: sg.CargoString(),
LoadQuantity: report.F(sg.Load.F()),
Tech: make(map[string]report.Float, len(sg.Tech)),
}
for t, v := range sg.Tech {
bg.Tech[t.String()] = report.F(v.F())
}
r.Ships[itemNumber] = *bg
cacheShipClass[shipClass.ID] = itemNumber
processedGroup[groupId] = true
return itemNumber
}
ship := func(groupId int) int {
shipClass := c.ShipGroupShipClass(groupId)
if v, ok := cacheShipClass[shipClass.ID]; ok {
return v
} else {
return addShipGroup(groupId, true)
}
return addShipGroup(groupId, true)
}
race := func(groupId int) int {