refactor(battlenode): type MatchContext.ClassId as CardClass enum (§C)
Behavior-preserving; full solution builds, 1013 tests green. ClassId is the one genuinely-closed set of the three flagged stringly fields, so it becomes a CardClass enum (1..8). Wire stays "1".."8": producer casts (CardClass)run.ClassId, ServerBattleFrames renders via CardClassWire.ToWireValue(). RankBattleController's AI-start path drops a fragile int.TryParse(...)?:-1 for (int)cast. CharaId (free-form leader/skin id, e.g. "5000123") and CountryCode (open-ended account data) stay string with proper XML docs; CountryCodes.Korea/Japan name the captured values. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -45,7 +45,7 @@ public class InProcessPairUpRankFallbackTests
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private static BattlePlayer Player(long id) =>
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new(id, new MatchContext(
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SelfDeckCardIds: Array.Empty<long>(), ClassId: "0", CharaId: "0",
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SelfDeckCardIds: Array.Empty<long>(), ClassId: CardClass.None, CharaId: "0",
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CardMasterName: "card_master_node_10015",
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CountryCode: "JP", UserName: $"P{id}", SleeveId: "0",
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EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleModeId: BattleModes.TakeTwo));
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