refactor(battle-node): unify TurnEndFinal / Retire-Kill / gameplay-forwarder dispatch across types
Three dispatch arms had Type-based branching that was either wrong or
unnecessary. Unified per the audit doc's recommended order, grounded in
verified facts about each participant's PushAsync.
(1) TurnEndFinal — was branched: PvP broadcast TurnEnd+Judge (wrong on a
game-end signal); Scripted pushed BattleFinish(LifeWin). Unified:
- forward the envelope to other (matches prod TK2 capture
battle-traffic_tk2_regular.ndjson:273 — loser receives TurnEndFinal
from server before BattleFinish)
- push BattleFinish(LifeWin) to from (winner)
- push BattleFinish(LifeLose) to other (loser)
- Phase → Terminal
Requires ScriptedBotParticipant.PushAsync to no longer fire its 3-frame
burst on TurnEndFinal (previously it reacted to both TurnEnd and
TurnEndFinal). The dispatch arm now owns TurnEndFinal's response; the
bot reacting too would race with the BattleFinish push. Bot still
fires on regular TurnEnd as before.
(2) Retire / Kill — was branched: PvP pushed Lose=0 (NotFinish) /
Win=1 (NoContest); Scripted pushed BuildBattleFinishNoContest() (Win=1).
Both shipped wrong RESULT_CODE values; the audit doc's outstanding item
documented this. Unified:
- push BattleFinish(RetireLose=106) to from (the retirer)
- push BattleFinish(RetireWin=105) to other (the survivor)
- Phase → Terminal
Added RetireWin=105 / RetireLose=106 to BattleResult enum with the
same player-perspective convention.
(3) PvP gameplay forwarder (TurnStart / PlayActions / Echo /
TurnEndActions / JudgeResult) — had a redundant `Type == BattleType.Pvp`
guard. Verified that BothAfterReady() is naturally only true when both
participants are RealParticipant (ScriptedBot / NoOpBot don't implement
IHasHandshakePhase per RealParticipant.cs:20-23 / Participants/*.cs grep).
Dropped the redundant guard.
Bot type still has its dedicated InitBattle/Loaded/TurnEnd arms above
the unified ones, so Bot-specific behavior is unchanged.
Tests: 177 battle-node tests passing.
- Updated 9 tests to match the unified dispatch (paired BattleFinish
pushes, correct RESULT_CODE values, forwarded TurnEndFinal envelope).
- ScriptedBotParticipantTests.PushAsync_TurnEndFinal_* rewritten to
assert the bot does NOT fire on TurnEndFinal (was asserting it did).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -239,50 +239,29 @@ public sealed class BattleSession
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// Bot type: no-op (NoOpBot swallows; client handles its own turn end).
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break;
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// TurnEndFinal: client signals the player's FINAL turn is over (they hit a
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// game-end condition — usually killed opponent's leader). The client computes
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// win/loss locally; the server's job is just to push back a wire BattleFinish
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// so the client's BattleFinishToOpponentDisConnectChecker doesn't fire.
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// Reference: prod TK2 capture battle-traffic_tk2_regular.ndjson:273-274 shows
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// TurnEndFinal followed immediately by BattleFinish.
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// TurnEndFinal: client signals the player's FINAL turn is over (game-end
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// condition met, usually killed opponent's leader). Unified across types:
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// forward the envelope to other (matches prod TK2 capture
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// battle-traffic_tk2_regular.ndjson:273 — loser-side receives TurnEndFinal
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// from server before BattleFinish), then push BattleFinish per-side with
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// player-perspective codes (LifeWin to winner, LifeLose to loser).
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// ScriptedBotParticipant no longer reacts to TurnEndFinal (only TurnEnd) —
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// this dispatch arm owns it. NoOpBotParticipant swallows. Phase → Terminal
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// so the RunAsync cascade doesn't synthesize a follow-up BattleFinish.
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case NetworkBattleUri.TurnEndFinal when phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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if (Type == BattleType.Pvp && BothAfterReady())
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{
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// PvP: same broadcast as regular TurnEnd. The actual game-end push (a
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// separate BattleFinish frame to the survivor) is driven by the loser's
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// Retire/Kill or the disconnect cascade in RunAsync — not here.
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var turnEndBroadcast = BuildTurnEndBroadcast();
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var judgeBroadcast = BuildJudgeBroadcast();
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result.Add((from, turnEndBroadcast, false));
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result.Add((other, turnEndBroadcast, false));
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result.Add((from, judgeBroadcast, false));
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result.Add((other, judgeBroadcast, false));
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}
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else if (Type == BattleType.Scripted)
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{
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// Push BattleFinish with LifeWin=101 — names are from the player's
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// perspective: "I won by life". Verified end-to-end via
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// FinishBattleEffect:1289-1315 → InitiateGameEndSequence(hasWon: true) →
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// WIN UI. Don't forward to bot (no next turn). Phase → Terminal so the
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// RunAsync cascade doesn't synthesize a follow-up BattleFinish.
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result.Add((from, BuildBattleFinish(BattleResult.LifeWin), true));
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Phase = BattleSessionPhase.Terminal;
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}
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// Bot type: no-op (rank-battle finish is HTTP-driven via /ai_*/finish).
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result.Add((other, env, false));
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result.Add((from, BuildBattleFinish(BattleResult.LifeWin), true));
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result.Add((other, BuildBattleFinish(BattleResult.LifeLose), true));
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Phase = BattleSessionPhase.Terminal;
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break;
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// Retire / Kill: sender concedes (Retire) or the client requested an immediate
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// terminate (Kill). Unified across types: push BattleFinish per-side with the
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// proper retire codes. Bots swallow their push (no real-opponent state).
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case NetworkBattleUri.Retire:
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case NetworkBattleUri.Kill:
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if (Type == BattleType.Pvp)
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{
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result.Add((from, BuildBattleFinish(BattleResult.Lose), true));
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result.Add((other, BuildBattleFinish(BattleResult.Win), true));
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}
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else
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{
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// Scripted (and future Bot) — sender wins by default (no real opponent).
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result.Add((from, BuildBattleFinishNoContest(), true));
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}
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result.Add((from, BuildBattleFinish(BattleResult.RetireLose), true));
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result.Add((other, BuildBattleFinish(BattleResult.RetireWin), true));
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Phase = BattleSessionPhase.Terminal;
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break;
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@@ -304,14 +283,17 @@ public sealed class BattleSession
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result.Add((other, env, false));
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break;
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// --- PvP gameplay forwarding (post-AfterReady).
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// Order matters: this MUST come after the FakeOpponentViewerId arms so
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// Scripted bot emissions don't fall into the PvP forwarder.
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case NetworkBattleUri.TurnStart when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.PlayActions when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.Echo when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.TurnEndActions when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.JudgeResult when Type == BattleType.Pvp && BothAfterReady():
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// Gameplay-frame forwarding (post-AfterReady). Unified across types:
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// BothAfterReady() is only true when both participants are RealParticipants
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// (ScriptedBot/NoOpBot don't implement IHasHandshakePhase so their Phase is
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// always null), so this arm naturally fires for PvP only. Order matters:
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// this MUST come after the FakeOpponentViewerId arms so Scripted bot
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// emissions don't fall into this forwarder.
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case NetworkBattleUri.TurnStart when BothAfterReady():
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case NetworkBattleUri.PlayActions when BothAfterReady():
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case NetworkBattleUri.Echo when BothAfterReady():
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case NetworkBattleUri.TurnEndActions when BothAfterReady():
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case NetworkBattleUri.JudgeResult when BothAfterReady():
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result.Add((other, env, false));
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break;
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@@ -37,9 +37,12 @@ public sealed class ScriptedBotParticipant : IBattleParticipant
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public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
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{
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// v1.2 behavior: react to the player's TurnEnd / TurnEndFinal with the
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// three-frame burst. Everything else is silently swallowed.
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if (envelope.Uri is NetworkBattleUri.TurnEnd or NetworkBattleUri.TurnEndFinal)
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// React to the player's TurnEnd with the three-frame burst (TurnStart / TurnEnd /
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// Judge) — that's the v1.2 "scripted bot takes its turn" behavior. Everything else
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// (including TurnEndFinal) is silently swallowed: TurnEndFinal is the player's
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// game-end signal and is handled directly by the BattleSession dispatch arm, which
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// pushes BattleFinish per-side; the bot doesn't need to react.
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if (envelope.Uri is NetworkBattleUri.TurnEnd)
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{
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
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