# 框架接口与协议层(共享层)实现计划 > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** 落地客户端与服务端共用的「框架共享层」:第 5 节接口契约 + 手写二进制网络协议编解码 + 确定性随机数;一份源码两端各编一次(A1),`dotnet test` 全绿,先不接任何具体小游戏。 **Architecture:** 共享源码的**唯一规范副本**放在 `Client/Assets/Framework/Shared/`,带一个 `noEngineReferences: true` 的 asmdef(编译期强制「绝不引用 UnityEngine」,对应设计 §2.1 的依赖铁律,且本程序集**不进** HybridCLR 热更列表 —— 框架接口类型常驻、不随小游戏卸载,对应 §4.2)。服务端 .NET 工程通过 `` **链接同一批 .cs**,不拷贝。绝大部分 TDD 在 .NET 侧用 xUnit 完成(编解码 / 随机数 / 帧封装的往返与边界),无需打开 Unity;Unity 侧只做一次 asmdef 集成与编译核对。 **Tech Stack:** C# 9(语言级别对齐 Unity)· 共享库 `netstandard2.1`(API 面对齐 Unity/HybridCLR)· 测试 `net10.0` + xUnit · 手写二进制编解码(varint/zigzag,无反射,AOT/WASM 友好)· .NET SDK 10.0.201(已安装)。 --- ## 背景锁定(来自架构设计与代码勘察) - 设计文档:`docs/superpowers/specs/2026-06-18-csharp-hotfix-minigame-architecture-design.md`,本计划落地其 §9 路线**第 1 步**。 - 客户端唯一热更程序集是 `XWorld.Link`(`Client/ProjectSettings/HybridCLRSettings.asset` 的 `hotUpdateAssemblies`)。本共享层**不加入**该列表(常驻不热更)。 - `Server/` 目录目前为空,本计划在其中新建首批 .NET 工程。 - RPS 现为 Lua(`Client/Assets/RockPaperScissors/script/`),本步骤**不改动它**;只为后续 §9 第 5 步用 C# 重写打地基。 - 已确认 `dotnet` 可用:`10.0.201`(SDK 9 与 10 均在)。 ## 命名与依赖约定(贯穿全计划,务必一致) - 命名空间:SDK 契约与基础类型 → `XWorld.Framework`;协议编解码 → `XWorld.Framework.Protocol`。 - 程序集名:`XWorld.Framework.Shared`(Unity asmdef 名与 .NET `AssemblyName` 一致)。 - 共享库**只允许** `netstandard2.1` API + C# 9 语法。禁止:`UnityEngine`、`System.IO`/socket 等平台 API、`record`/顶级语句/`init`-only 之外的 C# 10+ 语法。 - `byte[] Encode()` / `static T Decode(byte[])` 是所有线网 DTO 的统一约定;所有多字节整数一律**小端**,浮点 4 字节小端。 ## 文件结构(先定边界,再拆任务) 规范源码(Unity 与 .NET 共用同一批文件): | 文件 | 职责 | |---|---| | `Client/Assets/Framework/Shared/Framework.Shared.asmdef` | Unity 程序集定义(`noEngineReferences: true`,不入热更列表) | | `Client/Assets/Framework/Shared/Capabilities.cs` | 平台能力接口:`IRandom` `ITimer` `ILogger` `IStorage` | | `Client/Assets/Framework/Shared/GameTypes.cs` | 基础值类型:`PlayerInfo` `RoomConfig` `NetMessage` `StepResult<,>` | | `Client/Assets/Framework/Shared/IGameLogic.cs` | Core 纯逻辑契约 `IGameLogic` | | `Client/Assets/Framework/Shared/IGameClient.cs` | 客户端薄层入口 `IGameClient` `IGameClientCtx` `IAssetLoader` | | `Client/Assets/Framework/Shared/IGameServerRoom.cs` | 服务端薄层入口 `IGameServerRoom` `IRoomCtx` | | `Client/Assets/Framework/Shared/DeterministicRandom.cs` | `IRandom` 的确定性实现(SplitMix64,可快照种子状态) | | `Client/Assets/Framework/Shared/Protocol/PacketWriter.cs` | 低层写入器:varint/zigzag/string/blob/单精度 | | `Client/Assets/Framework/Shared/Protocol/PacketReader.cs` | 低层读取器(与 Writer 对偶,越界抛 `FormatException`) | | `Client/Assets/Framework/Shared/Protocol/FrameCodec.cs` | 帧信封 `Channel`/`Frame`/`FrameCodec`(Framework vs Game 双通道) | | `Client/Assets/Framework/Shared/Protocol/FrameworkMessages.cs` | 框架控制消息:opcode 枚举 + 各 DTO 的 Encode/Decode | .NET 工程(链接上面的源码 + 测试): | 文件 | 职责 | |---|---| | `Server/Framework.Shared/Framework.Shared.csproj` | `netstandard2.1` 类库,`` 链接规范源码 | | `Server/Framework.Shared.Tests/Framework.Shared.Tests.csproj` | `net10.0` + xUnit 测试工程 | | `Server/Framework.Shared.Tests/PacketCodecTests.cs` | PacketWriter/Reader 往返与边界测试 | | `Server/Framework.Shared.Tests/FrameCodecTests.cs` | 帧封装往返测试 | | `Server/Framework.Shared.Tests/DeterministicRandomTests.cs` | 随机数确定性 / 范围 / 可复现测试 | | `Server/Framework.Shared.Tests/FrameworkMessagesTests.cs` | 各控制消息往返测试 | | `Server/Server.sln` | 解决方案,聚合上述两个工程 | --- ## Task 1: 搭建 .NET 工程骨架(库 + 测试 + 解决方案) **Files:** - Create: `Server/Framework.Shared/Framework.Shared.csproj` - Create: `Server/Framework.Shared.Tests/Framework.Shared.Tests.csproj` - Create: `Server/Server.sln` - Create(占位规范源码目录): `Client/Assets/Framework/Shared/` - [ ] **Step 1: 用模板生成两个工程与解决方案** 在仓库根 `D:/UD/AI/AIC#Project` 执行: ```bash dotnet new classlib -n Framework.Shared -o Server/Framework.Shared -f netstandard2.1 dotnet new xunit -n Framework.Shared.Tests -o Server/Framework.Shared.Tests dotnet new sln -n Server -o Server dotnet sln Server/Server.sln add Server/Framework.Shared/Framework.Shared.csproj dotnet sln Server/Server.sln add Server/Framework.Shared.Tests/Framework.Shared.Tests.csproj rm -f Server/Framework.Shared/Class1.cs Server/Framework.Shared.Tests/UnitTest1.cs mkdir -p "Client/Assets/Framework/Shared/Protocol" ``` - [ ] **Step 2: 改写 `Server/Framework.Shared/Framework.Shared.csproj` 为「链接规范源码」** 完整替换文件内容: ```xml netstandard2.1 9.0 disable disable XWorld.Framework.Shared XWorld.Framework false ``` - [ ] **Step 3: 让测试工程引用库** 在 `Server/Framework.Shared.Tests/Framework.Shared.Tests.csproj` 的 `` 之前加入(模板已含 xUnit 包引用,只补 ProjectReference): ```xml ``` - [ ] **Step 4: 放一个临时探针源码文件,验证链接链路通** 创建 `Client/Assets/Framework/Shared/_Probe.cs`: ```csharp namespace XWorld.Framework { internal static class _Probe { public const int Value = 42; } } ``` - [ ] **Step 5: 还原 + 构建,确认两端工程都能编** Run: `dotnet build Server/Server.sln -v minimal` Expected: `Build succeeded`,0 error。若报 `netstandard2.1` 目标包缺失,先确认 SDK 自带(10.x 自带 netstandard2.1 参考包,正常无需额外安装)。 - [ ] **Step 6: 删除探针并提交骨架** ```bash rm -f "Client/Assets/Framework/Shared/_Probe.cs" git init 2>/dev/null; git add Server "Client/Assets/Framework/Shared" git commit -m "chore(framework): scaffold shared layer netstandard2.1 lib + xunit tests linking canonical sources" ``` > 注:仓库当前非 git 仓库(环境探测 `Is a git repository: false`)。若团队已有版本库,跳过 `git init`,按实际仓库提交。 --- ## Task 2: 平台能力接口与基础值类型(编译核对) **Files:** - Create: `Client/Assets/Framework/Shared/Capabilities.cs` - Create: `Client/Assets/Framework/Shared/GameTypes.cs` > 纯声明,无运行时行为,用 `dotnet build` 核对(TDD 的红/绿留给后续有行为的任务)。 - [ ] **Step 1: 写 `Capabilities.cs`** ```csharp namespace XWorld.Framework { // 服务端权威随机 / 客户端用服务端下发的种子复现 public interface IRandom { int Next(int maxExclusive); // 返回 [0, maxExclusive) } public interface ITimer { float Now { get; } // 单调递增的秒 } public interface ILogger { void Info(string message); void Warn(string message); void Error(string message); } // 仅服务端注入;客户端 ctx 不提供 public interface IStorage { byte[] Load(string key); // 不存在返回 null void Save(string key, byte[] data); } } ``` - [ ] **Step 2: 写 `GameTypes.cs`** ```csharp using System; using System.Collections.Generic; namespace XWorld.Framework { public sealed class PlayerInfo { public int PlayerId; public string Name; public bool IsAI; } public sealed class RoomConfig { public string GameId; public int Version; public ulong Seed; // 权威随机种子,两端共用以复现 public int PlayerCount; public IReadOnlyDictionary Params; // 小游戏自定义参数,可为 null } // 一条小游戏业务消息(承载在帧的 Game 通道里) public readonly struct NetMessage { public readonly ushort Opcode; public readonly byte[] Payload; public NetMessage(ushort opcode, byte[] payload) { Opcode = opcode; Payload = payload ?? Array.Empty(); } } // Core.Step 的纯函数式返回:新状态 + 本步事件 public readonly struct StepResult { public readonly TState State; public readonly IReadOnlyList Events; public StepResult(TState state, IReadOnlyList events) { State = state; Events = events ?? Array.Empty(); } } } ``` - [ ] **Step 3: 构建核对** Run: `dotnet build Server/Server.sln -v minimal` Expected: `Build succeeded`,0 error/warning。 - [ ] **Step 4: 提交** ```bash git add "Client/Assets/Framework/Shared/Capabilities.cs" "Client/Assets/Framework/Shared/GameTypes.cs" git commit -m "feat(framework): platform capability interfaces and core value types" ``` --- ## Task 3: 三个入口契约接口(编译核对) **Files:** - Create: `Client/Assets/Framework/Shared/IGameLogic.cs` - Create: `Client/Assets/Framework/Shared/IGameClient.cs` - Create: `Client/Assets/Framework/Shared/IGameServerRoom.cs` - [ ] **Step 1: 写 `IGameLogic.cs`(Core 纯逻辑契约)** ```csharp namespace XWorld.Framework { // 平台无关、纯函数式的权威逻辑;两端共用做权威计算与客户端预演 public interface IGameLogic { TState CreateInitial(RoomConfig config, IRandom random); StepResult Step(TState state, TInput input, IRandom random); byte[] Encode(TState state); // 快照编解码,两端共用 TState Decode(byte[] data); } } ``` - [ ] **Step 2: 写 `IGameClient.cs`(客户端薄层入口)** ```csharp namespace XWorld.Framework { // 资源加载抽象,避免共享层引用 UnityEngine;客户端实现里再转成具体 Unity 对象 public interface IAssetLoader { object Load(string path); // 返回值由客户端薄层按需强转 } public interface IGameClientCtx { IAssetLoader Assets { get; } ILogger Logger { get; } void Send(NetMessage message); // 发往服务端(Game 通道) void Exit(); // 请求退出当前小游戏 } public interface IGameClient { void OnEnter(IGameClientCtx ctx); void OnNetMessage(NetMessage message); void OnUpdate(float deltaTime); void OnExit(); } } ``` - [ ] **Step 3: 写 `IGameServerRoom.cs`(服务端薄层入口)** ```csharp using System.Collections.Generic; namespace XWorld.Framework { public interface IRoomCtx { IRandom Random { get; } // 权威随机 ITimer Timer { get; } ILogger Logger { get; } IStorage Storage { get; } void Broadcast(NetMessage message); void SendTo(int playerId, NetMessage message); void EndRoom(); // 由小游戏逻辑请求结束本房间 } public interface IGameServerRoom { void OnRoomStart(IReadOnlyList players, IRoomCtx ctx); void OnMessage(int playerId, NetMessage message); void OnTick(float deltaTime); // 10-20Hz,内部调用 Core.Step + 广播快照 void OnRoomEnd(); } } ``` - [ ] **Step 4: 构建核对** Run: `dotnet build Server/Server.sln -v minimal` Expected: `Build succeeded`,0 error。 - [ ] **Step 5: 提交** ```bash git add "Client/Assets/Framework/Shared/IGameLogic.cs" "Client/Assets/Framework/Shared/IGameClient.cs" "Client/Assets/Framework/Shared/IGameServerRoom.cs" git commit -m "feat(framework): game logic / client / server room entry contracts" ``` --- ## Task 4: 低层编解码 PacketWriter / PacketReader(TDD 核心) **Files:** - Create: `Client/Assets/Framework/Shared/Protocol/PacketWriter.cs` - Create: `Client/Assets/Framework/Shared/Protocol/PacketReader.cs` - Test: `Server/Framework.Shared.Tests/PacketCodecTests.cs` - [ ] **Step 1: 先写失败测试 `PacketCodecTests.cs`** ```csharp using System; using Xunit; using XWorld.Framework.Protocol; namespace XWorld.Framework.Tests { public class PacketCodecTests { [Theory] [InlineData(0u)] [InlineData(1u)] [InlineData(127u)] [InlineData(128u)] [InlineData(16384u)] [InlineData(uint.MaxValue)] public void VarUInt_RoundTrips(uint value) { var w = new PacketWriter(); w.WriteVarUInt(value); var r = new PacketReader(w.ToArray()); Assert.Equal(value, r.ReadVarUInt()); Assert.False(r.HasMore); } [Theory] [InlineData(0)] [InlineData(1)] [InlineData(-1)] [InlineData(int.MaxValue)] [InlineData(int.MinValue)] public void VarInt_RoundTrips(int value) { var w = new PacketWriter(); w.WriteVarInt(value); var r = new PacketReader(w.ToArray()); Assert.Equal(value, r.ReadVarInt()); } [Theory] [InlineData(0L)] [InlineData(-1234567890123L)] [InlineData(long.MaxValue)] [InlineData(long.MinValue)] public void VarLong_RoundTrips(long value) { var w = new PacketWriter(); w.WriteVarLong(value); var r = new PacketReader(w.ToArray()); Assert.Equal(value, r.ReadVarLong()); } [Fact] public void MixedSequence_RoundTrips_InOrder() { var w = new PacketWriter(); w.WriteBool(true); w.WriteByte(200); w.WriteUInt16(50000); w.WriteVarInt(-42); w.WriteSingle(3.14159f); w.WriteString("héllo 世界"); w.WriteBytes(new byte[] { 1, 2, 3, 0, 255 }); var r = new PacketReader(w.ToArray()); Assert.True(r.ReadBool()); Assert.Equal((byte)200, r.ReadByte()); Assert.Equal((ushort)50000, r.ReadUInt16()); Assert.Equal(-42, r.ReadVarInt()); Assert.Equal(3.14159f, r.ReadSingle(), 5); Assert.Equal("héllo 世界", r.ReadString()); Assert.Equal(new byte[] { 1, 2, 3, 0, 255 }, r.ReadBytes()); Assert.False(r.HasMore); } [Fact] public void EmptyAndNull_String_Bytes_RoundTripAsEmpty() { var w = new PacketWriter(); w.WriteString(null); w.WriteString(""); w.WriteBytes(null); w.WriteBytes(Array.Empty()); var r = new PacketReader(w.ToArray()); Assert.Equal("", r.ReadString()); Assert.Equal("", r.ReadString()); Assert.Empty(r.ReadBytes()); Assert.Empty(r.ReadBytes()); } [Fact] public void ReadPastEnd_Throws() { var r = new PacketReader(Array.Empty()); Assert.Throws(() => r.ReadByte()); } [Fact] public void ReadBytes_WithBogusLength_Throws() { // 长度前缀声称 10 字节,实际无数据 var w = new PacketWriter(); w.WriteVarUInt(10); var r = new PacketReader(w.ToArray()); Assert.Throws(() => r.ReadBytes()); } // —— 畸形 varint 拒绝(C# 移位掩码导致的静默损坏防护)—— [Fact] public void ReadVarUInt_SixthByte_Throws() { // 5 个延续字节后还有第 6 字节 → 过长,必须抛异常而非静默损坏 var r = new PacketReader(new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0x8F, 0x00 }); Assert.Throws(() => r.ReadVarUInt()); } [Fact] public void ReadVarUInt_LastByteOverflow_Throws() { // 第 5 字节 0x10 表示值超过 uint.MaxValue var r = new PacketReader(new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0x10 }); Assert.Throws(() => r.ReadVarUInt()); } [Fact] public void ReadVarLong_EleventhByte_Throws() { var r = new PacketReader(new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x81, 0x00 }); Assert.Throws(() => r.ReadVarLong()); } [Fact] public void ReadVarLong_LastByteOverflow_Throws() { // 第 10 字节 0x02 表示值超过 ulong 的 64 位 var r = new PacketReader(new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x02 }); Assert.Throws(() => r.ReadVarLong()); } } } ``` - [ ] **Step 2: 运行测试,确认编译失败/红** Run: `dotnet test Server/Server.sln` Expected: 编译失败(`PacketWriter`/`PacketReader` 不存在)。 - [ ] **Step 3: 写 `PacketWriter.cs`** ```csharp using System; using System.Collections.Generic; using System.Text; namespace XWorld.Framework.Protocol { // 手写小端二进制写入器:varint(LEB128) + zigzag,无反射,AOT/WASM 友好 public sealed class PacketWriter { private readonly List _buf; public PacketWriter(int capacity = 64) { _buf = new List(capacity); } public void WriteByte(byte v) => _buf.Add(v); public void WriteBool(bool v) => _buf.Add(v ? (byte)1 : (byte)0); public void WriteUInt16(ushort v) { _buf.Add((byte)(v & 0xFF)); _buf.Add((byte)((v >> 8) & 0xFF)); } public void WriteVarUInt(uint v) { while (v >= 0x80) { _buf.Add((byte)(v | 0x80)); v >>= 7; } _buf.Add((byte)v); } public void WriteVarInt(int v) { uint zig = (uint)((v << 1) ^ (v >> 31)); // zigzag WriteVarUInt(zig); } public void WriteVarLong(long v) { ulong zig = (ulong)((v << 1) ^ (v >> 63)); while (zig >= 0x80) { _buf.Add((byte)(zig | 0x80)); zig >>= 7; } _buf.Add((byte)zig); } public void WriteSingle(float v) { byte[] b = BitConverter.GetBytes(v); if (!BitConverter.IsLittleEndian) Array.Reverse(b); _buf.Add(b[0]); _buf.Add(b[1]); _buf.Add(b[2]); _buf.Add(b[3]); } public void WriteBytes(byte[] data) { if (data == null || data.Length == 0) { WriteVarUInt(0); return; } WriteVarUInt((uint)data.Length); _buf.AddRange(data); } public void WriteString(string s) { if (string.IsNullOrEmpty(s)) { WriteVarUInt(0); return; } byte[] b = Encoding.UTF8.GetBytes(s); WriteVarUInt((uint)b.Length); _buf.AddRange(b); } public byte[] ToArray() => _buf.ToArray(); } } ``` - [ ] **Step 4: 写 `PacketReader.cs`** ```csharp using System; using System.Text; namespace XWorld.Framework.Protocol { // 与 PacketWriter 对偶;任何越界/畸形长度抛 FormatException(容错入口统一) public sealed class PacketReader { private readonly byte[] _buf; private int _pos; public PacketReader(byte[] data) { _buf = data ?? Array.Empty(); _pos = 0; } public int Position => _pos; public bool HasMore => _pos < _buf.Length; public byte ReadByte() { if (_pos >= _buf.Length) throw new FormatException("PacketReader: read past end"); return _buf[_pos++]; } public bool ReadBool() => ReadByte() != 0; public ushort ReadUInt16() { byte lo = ReadByte(); byte hi = ReadByte(); return (ushort)(lo | (hi << 8)); } public uint ReadVarUInt() { uint result = 0; int shift = 0; while (true) { if (shift > 28) throw new FormatException("PacketReader: varuint too long"); byte b = ReadByte(); // 第 5 字节(shift==28)只有低 4 位有效,超出即为越界 varuint // 注意:C# 对 uint 的移位量按 0x1F 取模,必须在读第 6 字节前拦截 if (shift == 28 && (b & 0x70) != 0) throw new FormatException("PacketReader: varuint overflow"); result |= (uint)(b & 0x7F) << shift; if ((b & 0x80) == 0) break; shift += 7; } return result; } public int ReadVarInt() { uint zig = ReadVarUInt(); return (int)(zig >> 1) ^ -(int)(zig & 1); // zigzag decode } public long ReadVarLong() { ulong result = 0; int shift = 0; while (true) { if (shift > 63) throw new FormatException("PacketReader: varlong too long"); byte b = ReadByte(); // 第 10 字节(shift==63)只有最低 1 位有效;ulong 移位量按 0x3F 取模 if (shift == 63 && (b & 0x7E) != 0) throw new FormatException("PacketReader: varlong overflow"); result |= (ulong)(b & 0x7F) << shift; if ((b & 0x80) == 0) break; shift += 7; } return (long)(result >> 1) ^ -(long)(result & 1); } public float ReadSingle() { byte[] b = new byte[4]; b[0] = ReadByte(); b[1] = ReadByte(); b[2] = ReadByte(); b[3] = ReadByte(); if (!BitConverter.IsLittleEndian) Array.Reverse(b); return BitConverter.ToSingle(b, 0); } public byte[] ReadBytes() { uint len = ReadVarUInt(); if (len == 0) return Array.Empty(); if (_pos + len > _buf.Length) throw new FormatException("PacketReader: bytes length exceeds buffer"); byte[] outv = new byte[len]; Array.Copy(_buf, _pos, outv, 0, (int)len); _pos += (int)len; return outv; } public string ReadString() { uint len = ReadVarUInt(); if (len == 0) return string.Empty; if (_pos + len > _buf.Length) throw new FormatException("PacketReader: string length exceeds buffer"); string s = Encoding.UTF8.GetString(_buf, _pos, (int)len); _pos += (int)len; return s; } } } ``` - [ ] **Step 5: 运行测试,确认全绿** Run: `dotnet test Server/Server.sln` Expected: PASS,全部 `PacketCodecTests` 通过。 - [ ] **Step 6: 提交** ```bash git add "Client/Assets/Framework/Shared/Protocol/PacketWriter.cs" "Client/Assets/Framework/Shared/Protocol/PacketReader.cs" Server/Framework.Shared.Tests/PacketCodecTests.cs git commit -m "feat(protocol): hand-rolled binary PacketWriter/PacketReader with varint/zigzag" ``` --- ## Task 5: 帧信封 FrameCodec(TDD) **Files:** - Create: `Client/Assets/Framework/Shared/Protocol/FrameCodec.cs` - Test: `Server/Framework.Shared.Tests/FrameCodecTests.cs` 帧线网格式:`[channel:u8][opcode:u16 小端][payloadLen:varuint][payload bytes]`,payload 自带长度前缀以便流式自定界(WebSocket 已有消息边界,但保留长度前缀让协议对传输无关)。 - [ ] **Step 1: 写失败测试 `FrameCodecTests.cs`** ```csharp using System; using Xunit; using XWorld.Framework.Protocol; namespace XWorld.Framework.Tests { public class FrameCodecTests { [Fact] public void Frame_RoundTrips() { var original = new Frame(Channel.Game, 7, new byte[] { 10, 20, 30 }); byte[] wire = FrameCodec.Encode(original); Frame decoded = FrameCodec.Decode(wire); Assert.Equal(Channel.Game, decoded.Channel); Assert.Equal((ushort)7, decoded.Opcode); Assert.Equal(new byte[] { 10, 20, 30 }, decoded.Payload); } [Fact] public void Frame_EmptyPayload_RoundTrips() { var original = new Frame(Channel.Framework, 1, null); Frame decoded = FrameCodec.Decode(FrameCodec.Encode(original)); Assert.Equal(Channel.Framework, decoded.Channel); Assert.Equal((ushort)1, decoded.Opcode); Assert.Empty(decoded.Payload); } [Fact] public void Encode_WireLayout_IsChannelOpcodeLenPayload() { var f = new Frame(Channel.Game, 0x0102, new byte[] { 0xAA }); byte[] wire = FrameCodec.Encode(f); // channel=1, opcode 小端 = 02 01, len varuint = 1, payload = AA Assert.Equal(new byte[] { 0x01, 0x02, 0x01, 0x01, 0xAA }, wire); } [Fact] public void Decode_Truncated_Throws() { Assert.Throws(() => FrameCodec.Decode(new byte[] { 0x00 })); } } } ``` - [ ] **Step 2: 运行,确认红** Run: `dotnet test Server/Server.sln --filter FrameCodecTests` Expected: 编译失败(`Frame`/`Channel`/`FrameCodec` 不存在)。 - [ ] **Step 3: 写 `FrameCodec.cs`** ```csharp using System; namespace XWorld.Framework.Protocol { public enum Channel : byte { Framework = 0, // 匹配/心跳/大厅等框架消息 Game = 1, // 转发给具体小游戏房间的业务消息 } // 一帧线网消息 public readonly struct Frame { public readonly Channel Channel; public readonly ushort Opcode; public readonly byte[] Payload; public Frame(Channel channel, ushort opcode, byte[] payload) { Channel = channel; Opcode = opcode; Payload = payload ?? Array.Empty(); } } public static class FrameCodec { // 线网: [channel:u8][opcode:u16 LE][payloadLen:varuint][payload] public static byte[] Encode(Frame frame) { var w = new PacketWriter(frame.Payload.Length + 8); w.WriteByte((byte)frame.Channel); w.WriteUInt16(frame.Opcode); w.WriteBytes(frame.Payload); // 自带 varuint 长度前缀 return w.ToArray(); } public static Frame Decode(byte[] data) { var r = new PacketReader(data); var channel = (Channel)r.ReadByte(); ushort opcode = r.ReadUInt16(); byte[] payload = r.ReadBytes(); return new Frame(channel, opcode, payload); } } } ``` - [ ] **Step 4: 运行,确认绿** Run: `dotnet test Server/Server.sln --filter FrameCodecTests` Expected: PASS。 - [ ] **Step 5: 提交** ```bash git add "Client/Assets/Framework/Shared/Protocol/FrameCodec.cs" Server/Framework.Shared.Tests/FrameCodecTests.cs git commit -m "feat(protocol): Frame envelope + FrameCodec with framework/game channels" ``` --- ## Task 6: 确定性随机 DeterministicRandom(TDD) **Files:** - Create: `Client/Assets/Framework/Shared/DeterministicRandom.cs` - Test: `Server/Framework.Shared.Tests/DeterministicRandomTests.cs` 对应设计 §4.4:权威随机由种子驱动,两端用同一算法复现。 - [ ] **Step 1: 写失败测试 `DeterministicRandomTests.cs`** ```csharp using System; using Xunit; using XWorld.Framework; namespace XWorld.Framework.Tests { public class DeterministicRandomTests { [Fact] public void SameSeed_ProducesIdenticalSequence() { var a = new DeterministicRandom(12345UL); var b = new DeterministicRandom(12345UL); for (int i = 0; i < 1000; i++) Assert.Equal(a.Next(100), b.Next(100)); } [Fact] public void DifferentSeed_DivergesQuickly() { var a = new DeterministicRandom(1UL); var b = new DeterministicRandom(2UL); bool anyDiff = false; for (int i = 0; i < 20; i++) if (a.Next(1_000_000) != b.Next(1_000_000)) { anyDiff = true; break; } Assert.True(anyDiff); } [Fact] public void Next_StaysInRange() { var rng = new DeterministicRandom(999UL); for (int i = 0; i < 100_000; i++) { int v = rng.Next(7); Assert.InRange(v, 0, 6); } } [Fact] public void Next_One_AlwaysZero() { var rng = new DeterministicRandom(42UL); for (int i = 0; i < 100; i++) Assert.Equal(0, rng.Next(1)); } [Theory] [InlineData(0)] [InlineData(-3)] public void Next_NonPositiveMax_Throws(int max) { var rng = new DeterministicRandom(42UL); Assert.Throws(() => rng.Next(max)); } [Fact] public void State_SnapshotAndResume_ContinuesIdentically() { var rng = new DeterministicRandom(7UL); for (int i = 0; i < 10; i++) rng.Next(1000); ulong snapshot = rng.State; var resumed = new DeterministicRandom(snapshot); // 注意:State 是当前内部状态,用它重建后序列从“下一步”继续 int[] fromOriginal = new int[5]; int[] fromResumed = new int[5]; for (int i = 0; i < 5; i++) fromOriginal[i] = rng.Next(1000); for (int i = 0; i < 5; i++) fromResumed[i] = resumed.Next(1000); Assert.Equal(fromOriginal, fromResumed); } } } ``` - [ ] **Step 2: 运行,确认红** Run: `dotnet test Server/Server.sln --filter DeterministicRandomTests` Expected: 编译失败(`DeterministicRandom` 不存在)。 - [ ] **Step 3: 写 `DeterministicRandom.cs`** ```csharp using System; namespace XWorld.Framework { // SplitMix64:跨平台确定性、无浮点、状态即种子(便于快照/复盘) public sealed class DeterministicRandom : IRandom { private ulong _state; public DeterministicRandom(ulong seed) { _state = seed; } // 当前内部状态;用它构造新实例可从“下一步”继续同一序列 public ulong State => _state; private ulong NextU64() { _state += 0x9E3779B97F4A7C15UL; ulong z = _state; z = (z ^ (z >> 30)) * 0xBF58476D1CE4E5B9UL; z = (z ^ (z >> 27)) * 0x94D049BB133111EBUL; return z ^ (z >> 31); } public int Next(int maxExclusive) { if (maxExclusive <= 0) throw new ArgumentOutOfRangeException(nameof(maxExclusive), "maxExclusive 必须为正"); ulong bound = (ulong)maxExclusive; // 拒绝采样,消除取模偏差 ulong threshold = (ulong.MaxValue - bound + 1) % bound; while (true) { ulong r = NextU64(); if (r >= threshold) return (int)(r % bound); } } } } ``` - [ ] **Step 4: 运行,确认绿** Run: `dotnet test Server/Server.sln --filter DeterministicRandomTests` Expected: PASS。 - [ ] **Step 5: 提交** ```bash git add "Client/Assets/Framework/Shared/DeterministicRandom.cs" Server/Framework.Shared.Tests/DeterministicRandomTests.cs git commit -m "feat(framework): deterministic SplitMix64 IRandom with snapshottable state" ``` --- ## Task 7: 框架控制消息 DTO 与 opcode(TDD) **Files:** - Create: `Client/Assets/Framework/Shared/Protocol/FrameworkMessages.cs` - Test: `Server/Framework.Shared.Tests/FrameworkMessagesTests.cs` 覆盖设计 §3.3 对局流程所需的框架级消息:心跳 / 匹配请求 / 匹配成功 / 玩家输入封装 / 状态快照 / 房间结束 / 错误。 - [ ] **Step 1: 写失败测试 `FrameworkMessagesTests.cs`** ```csharp using System.Collections.Generic; using Xunit; using XWorld.Framework; using XWorld.Framework.Protocol; namespace XWorld.Framework.Tests { public class FrameworkMessagesTests { [Fact] public void Heartbeat_RoundTrips() { var m = new HeartbeatMsg { ClientTimeMs = 1_725_000_000_123L }; var d = HeartbeatMsg.Decode(m.Encode()); Assert.Equal(m.ClientTimeMs, d.ClientTimeMs); } [Fact] public void MatchRequest_RoundTrips() { var m = new MatchRequestMsg { GameId = "rock_paper_scissors", Version = 3 }; var d = MatchRequestMsg.Decode(m.Encode()); Assert.Equal(m.GameId, d.GameId); Assert.Equal(m.Version, d.Version); } [Fact] public void MatchFound_RoundTrips_WithPlayers() { var m = new MatchFoundMsg { RoomId = "room-42", Version = 3, SelfPlayerId = 1001, Players = { new PlayerInfo { PlayerId = 1001, Name = "Alice", IsAI = false }, new PlayerInfo { PlayerId = -1, Name = "AI", IsAI = true }, }, }; var d = MatchFoundMsg.Decode(m.Encode()); Assert.Equal("room-42", d.RoomId); Assert.Equal(3, d.Version); Assert.Equal(1001, d.SelfPlayerId); Assert.Equal(2, d.Players.Count); Assert.Equal(1001, d.Players[0].PlayerId); Assert.Equal("Alice", d.Players[0].Name); Assert.False(d.Players[0].IsAI); Assert.Equal(-1, d.Players[1].PlayerId); Assert.True(d.Players[1].IsAI); } [Fact] public void GameInput_RoundTrips() { var m = new GameInputMsg { GameOpcode = 12, Payload = new byte[] { 9, 8, 7 } }; var d = GameInputMsg.Decode(m.Encode()); Assert.Equal((ushort)12, d.GameOpcode); Assert.Equal(new byte[] { 9, 8, 7 }, d.Payload); } [Fact] public void Snapshot_RoundTrips() { var m = new SnapshotMsg { Tick = 250, StateBlob = new byte[] { 0xDE, 0xAD } }; var d = SnapshotMsg.Decode(m.Encode()); Assert.Equal(250, d.Tick); Assert.Equal(new byte[] { 0xDE, 0xAD }, d.StateBlob); } [Fact] public void RoomEnd_RoundTrips() { var m = new RoomEndMsg { WinnerPlayerId = 1001, ResultBlob = new byte[] { 1 } }; var d = RoomEndMsg.Decode(m.Encode()); Assert.Equal(1001, d.WinnerPlayerId); Assert.Equal(new byte[] { 1 }, d.ResultBlob); } [Fact] public void Error_RoundTrips() { var m = new ErrorMsg { Code = 404, Message = "version mismatch" }; var d = ErrorMsg.Decode(m.Encode()); Assert.Equal(404, d.Code); Assert.Equal("version mismatch", d.Message); } [Fact] public void Opcodes_AreStableValues() { // 线网兼容性:opcode 数值固定,改动等于破坏协议 Assert.Equal((ushort)1, (ushort)FrameworkOpcode.Heartbeat); Assert.Equal((ushort)2, (ushort)FrameworkOpcode.MatchRequest); Assert.Equal((ushort)3, (ushort)FrameworkOpcode.MatchFound); Assert.Equal((ushort)4, (ushort)FrameworkOpcode.GameInput); Assert.Equal((ushort)5, (ushort)FrameworkOpcode.Snapshot); Assert.Equal((ushort)6, (ushort)FrameworkOpcode.RoomEnd); Assert.Equal((ushort)7, (ushort)FrameworkOpcode.Error); } [Fact] public void Message_TravelsInsideFrame() { // 端到端:DTO -> payload -> Frame -> wire -> Frame -> DTO var req = new MatchRequestMsg { GameId = "rps", Version = 1 }; var frame = new Frame(Channel.Framework, (ushort)FrameworkOpcode.MatchRequest, req.Encode()); byte[] wire = FrameCodec.Encode(frame); Frame back = FrameCodec.Decode(wire); Assert.Equal(Channel.Framework, back.Channel); Assert.Equal((ushort)FrameworkOpcode.MatchRequest, back.Opcode); var d = MatchRequestMsg.Decode(back.Payload); Assert.Equal("rps", d.GameId); Assert.Equal(1, d.Version); } // —— null/空边界:记录并验证「null 与空线网等价」的有意行为 —— [Fact] public void GameInput_NullPayload_RoundTrips_AsEmpty() { var m = new GameInputMsg { GameOpcode = 5, Payload = null }; var d = GameInputMsg.Decode(m.Encode()); Assert.Equal((ushort)5, d.GameOpcode); Assert.NotNull(d.Payload); Assert.Empty(d.Payload); } [Fact] public void Error_NullMessage_RoundTrips_AsEmpty() { var m = new ErrorMsg { Code = 7, Message = null }; var d = ErrorMsg.Decode(m.Encode()); Assert.Equal(7, d.Code); Assert.Equal(string.Empty, d.Message); } [Fact] public void MatchFound_EmptyPlayerList_RoundTrips() { var m = new MatchFoundMsg { RoomId = "r0", Version = 1, SelfPlayerId = 0 }; // Players 默认空列表,不添加任何玩家 var d = MatchFoundMsg.Decode(m.Encode()); Assert.Equal("r0", d.RoomId); Assert.Equal(1, d.Version); Assert.Equal(0, d.SelfPlayerId); Assert.NotNull(d.Players); Assert.Empty(d.Players); } } } ``` > 注:DTO 中的不透明 `byte[]`(Payload/StateBlob/ResultBlob)与字符串(GameId/RoomId/Message)字段,null 在线网上等价于空值,Decode 恒返回非 null(空数组/空串)。`FrameworkMessages.cs` 对应字段已加单行注释说明。 - [ ] **Step 2: 运行,确认红** Run: `dotnet test Server/Server.sln --filter FrameworkMessagesTests` Expected: 编译失败(消息类型与 `FrameworkOpcode` 不存在)。 - [ ] **Step 3: 写 `FrameworkMessages.cs`** ```csharp using System.Collections.Generic; using XWorld.Framework; namespace XWorld.Framework.Protocol { // 框架通道(Channel.Framework)的 opcode;数值是线网契约,禁止随意改动 public enum FrameworkOpcode : ushort { Heartbeat = 1, MatchRequest = 2, MatchFound = 3, GameInput = 4, Snapshot = 5, RoomEnd = 6, Error = 7, } public sealed class HeartbeatMsg { public long ClientTimeMs; public byte[] Encode() { var w = new PacketWriter(); w.WriteVarLong(ClientTimeMs); return w.ToArray(); } public static HeartbeatMsg Decode(byte[] data) { var r = new PacketReader(data); return new HeartbeatMsg { ClientTimeMs = r.ReadVarLong() }; } } public sealed class MatchRequestMsg { public string GameId; public int Version; public byte[] Encode() { var w = new PacketWriter(); w.WriteString(GameId); w.WriteVarInt(Version); return w.ToArray(); } public static MatchRequestMsg Decode(byte[] data) { var r = new PacketReader(data); return new MatchRequestMsg { GameId = r.ReadString(), Version = r.ReadVarInt() }; } } public sealed class MatchFoundMsg { public string RoomId; public int Version; public int SelfPlayerId; public List Players = new List(); public byte[] Encode() { var w = new PacketWriter(); w.WriteString(RoomId); w.WriteVarInt(Version); w.WriteVarInt(SelfPlayerId); w.WriteVarUInt((uint)Players.Count); foreach (var p in Players) { w.WriteVarInt(p.PlayerId); w.WriteString(p.Name); w.WriteBool(p.IsAI); } return w.ToArray(); } public static MatchFoundMsg Decode(byte[] data) { var r = new PacketReader(data); var m = new MatchFoundMsg { RoomId = r.ReadString(), Version = r.ReadVarInt(), SelfPlayerId = r.ReadVarInt(), }; uint n = r.ReadVarUInt(); for (uint i = 0; i < n; i++) { m.Players.Add(new PlayerInfo { PlayerId = r.ReadVarInt(), Name = r.ReadString(), IsAI = r.ReadBool(), }); } return m; } } // 把一条小游戏业务输入封进框架通道(也可直接走 Channel.Game,二者择一,详见服务端子项目) public sealed class GameInputMsg { public ushort GameOpcode; public byte[] Payload; public byte[] Encode() { var w = new PacketWriter(); w.WriteUInt16(GameOpcode); w.WriteBytes(Payload); return w.ToArray(); } public static GameInputMsg Decode(byte[] data) { var r = new PacketReader(data); return new GameInputMsg { GameOpcode = r.ReadUInt16(), Payload = r.ReadBytes() }; } } public sealed class SnapshotMsg { public int Tick; public byte[] StateBlob; // 由小游戏 Core.Encode(state) 产出,框架不解释内容 public byte[] Encode() { var w = new PacketWriter(); w.WriteVarInt(Tick); w.WriteBytes(StateBlob); return w.ToArray(); } public static SnapshotMsg Decode(byte[] data) { var r = new PacketReader(data); return new SnapshotMsg { Tick = r.ReadVarInt(), StateBlob = r.ReadBytes() }; } } public sealed class RoomEndMsg { public int WinnerPlayerId; // 0 表示平局/无胜者 public byte[] ResultBlob; // 小游戏自定义结算数据 public byte[] Encode() { var w = new PacketWriter(); w.WriteVarInt(WinnerPlayerId); w.WriteBytes(ResultBlob); return w.ToArray(); } public static RoomEndMsg Decode(byte[] data) { var r = new PacketReader(data); return new RoomEndMsg { WinnerPlayerId = r.ReadVarInt(), ResultBlob = r.ReadBytes() }; } } public sealed class ErrorMsg { public int Code; public string Message; public byte[] Encode() { var w = new PacketWriter(); w.WriteVarInt(Code); w.WriteString(Message); return w.ToArray(); } public static ErrorMsg Decode(byte[] data) { var r = new PacketReader(data); return new ErrorMsg { Code = r.ReadVarInt(), Message = r.ReadString() }; } } } ``` - [ ] **Step 4: 运行全量测试,确认绿** Run: `dotnet test Server/Server.sln` Expected: 全部测试 PASS(四个测试类)。 - [ ] **Step 5: 提交** ```bash git add "Client/Assets/Framework/Shared/Protocol/FrameworkMessages.cs" Server/Framework.Shared.Tests/FrameworkMessagesTests.cs git commit -m "feat(protocol): framework control messages (match/heartbeat/snapshot/roomend/error) with stable opcodes" ``` --- ## Task 8: Unity 程序集集成与跨端编译核对 **Files:** - Create: `Client/Assets/Framework/Shared/Framework.Shared.asmdef` - Verify: 共享层在 Unity 与 .NET **两端都能编**。 - [ ] **Step 1: 写 `Framework.Shared.asmdef`** ```json { "name": "XWorld.Framework.Shared", "rootNamespace": "XWorld.Framework", "references": [], "includePlatforms": [], "excludePlatforms": [], "allowUnsafeCode": false, "overrideReferences": false, "precompiledReferences": [], "autoReferenced": true, "defineConstraints": [], "versionDefines": [], "noEngineReferences": true } ``` > `noEngineReferences: true` 在 Unity 编译期强制本程序集不引用 `UnityEngine`/`UnityEditor`,正是设计 §2.1「Core 绝不引用 UnityEngine」的机器级护栏。**不要**把本程序集加入 `HybridCLRSettings.asset` 的 `hotUpdateAssemblies` —— 框架接口常驻、不热更(§4.2)。 - [ ] **Step 2: .NET 侧再跑一次全量测试(确保 asmdef 的加入没破坏链接 glob)** Run: `dotnet test Server/Server.sln` Expected: 全绿(asmdef 是 `.asmdef`,不在 `**\*.cs` glob 内,应无影响)。 - [ ] **Step 3: Unity 侧编译核对(人工检查点)** 打开 Unity 工程 `Client/`(菜单或命令行均可),等待编译: - 在 Unity 终端可执行(路径按本机 Unity 安装调整): `"/Unity" -batchmode -quit -projectPath "D:/UD/AI/AIC#Project/Client" -logFile -` - 期望:日志无编译错误;`Library/ScriptAssemblies/XWorld.Framework.Shared.dll` 生成。 - 若报 `UnityEngine` 相关错误,说明某文件误用了平台 API(应为 0,源码已全部纯 C#)。 > 此步无法在本机自动化(需 Unity Editor)。若当前环境无 Unity,则**标注为待人工核对**并继续;.NET 侧 netstandard2.1 编译通过已能高置信度保证 Unity 也能编(API 面同为 netstandard2.1,语言级别同为 C# 9)。 - [ ] **Step 4: 提交** ```bash git add "Client/Assets/Framework/Shared/Framework.Shared.asmdef" git commit -m "feat(framework): Unity asmdef for shared layer (noEngineReferences, resident/non-hotupdate)" ``` --- ## Task 9: 更新过时规则文档(收尾) **Files:** - Modify: `Doc/Rule/UnityProject.md`(若存在「小游戏用 Lua」条目) 对应设计 §10 风险清单:现有「小游戏逻辑用 Lua、不用 C#」规则需更新为 C# 热更路线。 - [ ] **Step 1: 查找过时规则** Run: `grep -n -i "lua" "D:/UD/AI/AIC#Project/Doc/Rule/UnityProject.md"` Expected: 列出涉及「小游戏用 Lua」的行。若文件不存在或无相关条目,跳过本任务并在提交说明里注明。 - [ ] **Step 2: 在该规则处追加更正说明** 在相关条目下方插入(保留原文,追加批注,便于追溯): ```markdown > ⚠️ 更新(2026-06-18):小游戏逻辑已切换为 **C# 热更**(客户端 HybridCLR + 服务端 ALC), > 弃用 Lua 小游戏路线。详见架构设计 > `docs/superpowers/specs/2026-06-18-csharp-hotfix-minigame-architecture-design.md` > 与共享层实现 `Client/Assets/Framework/Shared/`。 ``` - [ ] **Step 3: 提交** ```bash git add "Doc/Rule/UnityProject.md" git commit -m "docs(rule): mark Lua-minigame rule superseded by C# hot-update path" ``` --- ## 完成判据(Definition of Done) - [ ] `dotnet test Server/Server.sln` 全绿(四个测试类:Packet/Frame/Random/FrameworkMessages 往返与边界全部通过)。 - [ ] `dotnet build Server/Server.sln` 0 error/0 warning。 - [ ] 规范源码仅一份(`Client/Assets/Framework/Shared/`),.NET 侧靠 `` 链接,无任何拷贝(A1 满足)。 - [ ] 共享层零 `UnityEngine`/`System.IO`/socket 依赖(asmdef `noEngineReferences` + netstandard2.1 双重保证)。 - [ ] 本程序集未进入 HybridCLR `hotUpdateAssemblies`(常驻不热更)。 - [ ] §5 全部接口(IGameLogic / IRandom / ITimer / ILogger / IStorage / IGameClient / IGameClientCtx / IGameServerRoom / IRoomCtx)与基础类型(RoomConfig / PlayerInfo / NetMessage / StepResult)均已落地。 - [ ] 框架协议编解码(PacketWriter/Reader + Frame + 7 个控制消息 + 稳定 opcode)已落地且 DTO↔Frame↔wire 端到端往返通过。 - [ ] Unity 侧编译核对:通过,或在无 Unity 环境下明确标注为待人工核对。 ## 不在本子项目范围(交给后续 §9 步骤) - 服务端宿主(Kestrel WS 网关 / Session / 匹配 / RoomHost / ALC 加载器)—— §9 第 2 步。 - 客户端宿主(扩展 LoadDll 的小游戏 manifest 维度 / HybridCLR 加载小游戏 DLL / 生命周期接管)—— §9 第 3 步。 - 构建/发布工具链(双编译 + manifest + 签名 + 上传)—— §9 第 4 步。 - 用 C# 重写 RockPaperScissors —— §9 第 5 步(届时基于本层的 `IGameLogic` 写 RPS.Core)。 - 任何 `game.json` 解析、签名校验、CDN/版本库 —— 后续子项目。