refactor(battle-node): de-magic wire flags and scattered constants
Quality pass from the 2026-06-04 BattleNode review (audit in the outer
repo). All changes are behavior-preserving — identical wire bytes,
verified by the full 1008-test suite staying green.
- Name scattered magic numbers: crypto key/IV lengths, outbound-sequencer
base, WS receive buffer / EIO ping / SID length, polite-close timeout,
upgrade-credential keys, battle-id digit math, deterministic-turn spin.
- resultCode = 1 -> (int)ReceiveNodeResultCode.Success across body records.
- Pong "3" -> EngineIoPacketType.Pong; remove dead NoOpBotParticipant.Touch
(replace with #pragma warning disable CS0067).
- Wire-flag enums, serialized as numbers via JsonNumberEnumConverter:
turnState -> TurnState{First,Second}, isSelf -> CardOwner{Opponent,Self},
open -> ChoiceVisibility{Hidden,Open}.
- isOfficial / isInvoke -> bool / bool? via new NumericBoolJsonConverter
(reads/writes 0/1; TDD'd). Scoped to the BattleNode wire boundary only;
MatchContext and the HTTP/AI-start path stay int (AI-start uses -1 as a
sentinel, so it is not boolean).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -2,6 +2,10 @@ using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol.Bodies;
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/// <summary>Gungnir keepalive push. <c>scs</c> = self connection status, <c>ocs</c> = opponent
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/// connection status; both carry <see cref="WireConstants.OnlineStatus"/> ("ONLINE") in v1.
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/// Intentionally has no <c>resultCode</c> — the client treats an absent resultCode on alive
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/// frames as "no error" (the lone body without one).</summary>
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public sealed record AlivePushBody(
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[property: JsonPropertyName("scs")] string Scs,
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[property: JsonPropertyName("ocs")] string Ocs) : IMsgBody;
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@@ -6,4 +6,4 @@ public sealed record BattleFinishBody(
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[property: JsonPropertyName("result")]
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[property: JsonConverter(typeof(JsonNumberEnumConverter<BattleResult>))]
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BattleResult Result,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -3,11 +3,12 @@ using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol.Bodies;
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public sealed record BattleStartBody(
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[property: JsonPropertyName("turnState")] int TurnState,
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[property: JsonPropertyName("turnState")]
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[property: JsonConverter(typeof(JsonNumberEnumConverter<TurnState>))] TurnState TurnState,
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[property: JsonPropertyName("battleType")] int BattleType,
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[property: JsonPropertyName("selfInfo")] BattleStartSelfInfo SelfInfo,
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[property: JsonPropertyName("oppoInfo")] BattleStartOppoInfo OppoInfo,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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public sealed record BattleStartSelfInfo(
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[property: JsonPropertyName("rank")] string Rank,
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@@ -18,6 +19,7 @@ public sealed record BattleStartSelfInfo(
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// Note: BattlePoint is int on the wire here (not string as on self) — matches the
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// captured prod frame at data_dumps/captures/battle-traffic_tk2_regular.ndjson.
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// The string-self / int-oppo split is INTENTIONAL; do NOT unify the two for "consistency".
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public sealed record BattleStartOppoInfo(
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[property: JsonPropertyName("rank")] string Rank,
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[property: JsonPropertyName("isMasterRank")] string IsMasterRank,
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@@ -5,4 +5,4 @@ namespace SVSim.BattleNode.Protocol.Bodies;
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public sealed record DealBody(
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[property: JsonPropertyName("self")] IReadOnlyList<PosIdx> Self,
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[property: JsonPropertyName("oppo")] IReadOnlyList<PosIdx> Oppo,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -2,6 +2,9 @@ using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol.Bodies;
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/// <summary>Server-pushed Judge frame (turn-handover gate; reflected to the sender in PvP).
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/// Same wire shape as <see cref="OpponentTurnStartBody"/> — kept distinct because they back
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/// different frames/URIs.</summary>
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public sealed record JudgeBody(
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[property: JsonPropertyName("spin")] int Spin,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -6,8 +6,10 @@ public sealed record MatchedBody(
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[property: JsonPropertyName("selfInfo")] MatchedSelfInfo SelfInfo,
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[property: JsonPropertyName("oppoInfo")] MatchedOppoInfo OppoInfo,
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[property: JsonPropertyName("selfDeck")] IReadOnlyList<DeckCardRef> SelfDeck,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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// Note: `country_code` is deliberately snake_case among camelCase siblings — that's what prod
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// sends on this frame (verified against the TK2 capture). Do NOT "normalize" it to countryCode.
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public sealed record MatchedSelfInfo(
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[property: JsonPropertyName("country_code")] string CountryCode,
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[property: JsonPropertyName("userName")] string UserName,
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@@ -15,7 +17,8 @@ public sealed record MatchedSelfInfo(
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[property: JsonPropertyName("emblemId")] string EmblemId,
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[property: JsonPropertyName("degreeId")] string DegreeId,
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[property: JsonPropertyName("fieldId")] int FieldId,
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[property: JsonPropertyName("isOfficial")] int IsOfficial,
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[property: JsonPropertyName("isOfficial")]
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[property: JsonConverter(typeof(NumericBoolJsonConverter))] bool IsOfficial,
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[property: JsonPropertyName("oppoId")] long OppoId,
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[property: JsonPropertyName("seed")] long Seed);
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@@ -26,7 +29,8 @@ public sealed record MatchedOppoInfo(
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[property: JsonPropertyName("emblemId")] string EmblemId,
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[property: JsonPropertyName("degreeId")] string DegreeId,
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[property: JsonPropertyName("fieldId")] int FieldId,
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[property: JsonPropertyName("isOfficial")] int IsOfficial,
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[property: JsonPropertyName("isOfficial")]
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[property: JsonConverter(typeof(NumericBoolJsonConverter))] bool IsOfficial,
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[property: JsonPropertyName("oppoId")] long OppoId,
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[property: JsonPropertyName("seed")] long Seed,
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[property: JsonPropertyName("oppoDeckCount")] int OppoDeckCount);
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@@ -2,6 +2,9 @@ using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol.Bodies;
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/// <summary>Server-pushed opponent-turn-open frame (relayed to the non-active player).
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/// Same wire shape as <see cref="JudgeBody"/> — kept distinct because they back different
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/// frames/URIs.</summary>
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public sealed record OpponentTurnStartBody(
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[property: JsonPropertyName("spin")] int Spin,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -32,7 +32,8 @@ public sealed record KeyActionEntry(
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/// Only emitted for the open:1 pass-through case (open:0 strips the whole <c>selectCard</c>).</summary>
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public sealed record SelectCardEntry(
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[property: JsonPropertyName("cardId")] IReadOnlyList<long> CardId,
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[property: JsonPropertyName("open")] int Open);
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[property: JsonPropertyName("open")]
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[property: JsonConverter(typeof(JsonNumberEnumConverter<ChoiceVisibility>))] ChoiceVisibility Open);
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/// <summary>One revealed card in a <c>knownList</c>. Vanilla slice fills cardId from the sender's
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/// deck map and leaves spellboost 0 / attachTarget "" (cost/clan/tribe deferred to the card-master
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@@ -48,7 +49,8 @@ public sealed record KnownCardEntry(
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/// verbatim — no perspective flip (bullet-3 audit F2).</summary>
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public sealed record OppoTargetEntry(
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[property: JsonPropertyName("targetIdx")] int TargetIdx,
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[property: JsonPropertyName("isSelf")] int IsSelf);
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[property: JsonPropertyName("isSelf")]
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[property: JsonConverter(typeof(JsonNumberEnumConverter<CardOwner>))] CardOwner IsSelf);
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/// <summary>One entry in a relayed <c>uList</c> (the unapproved-movement list) — a skill-driven
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/// card movement (fetch / search / summon-from-deck / discard-reveal) the node forwards VERBATIM
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@@ -60,12 +62,14 @@ public sealed record UnapprovedCardEntry(
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[property: JsonPropertyName("idxList")] IReadOnlyList<int> IdxList,
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[property: JsonPropertyName("from")] int From,
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[property: JsonPropertyName("to")] int To,
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[property: JsonPropertyName("isSelf")] int IsSelf,
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[property: JsonPropertyName("isSelf")]
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[property: JsonConverter(typeof(JsonNumberEnumConverter<CardOwner>))] CardOwner IsSelf,
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[property: JsonPropertyName("skill")] string Skill,
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[property: JsonPropertyName("cardId")] long? CardId = null,
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[property: JsonPropertyName("clan")] int? Clan = null,
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[property: JsonPropertyName("cost")] int? Cost = null,
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[property: JsonPropertyName("skillKeyCardIdx")] IReadOnlyList<int>? SkillKeyCardIdx = null,
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[property: JsonPropertyName("randomTargetIdx")] IReadOnlyList<int>? RandomTargetIdx = null,
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[property: JsonPropertyName("isInvoke")] int? IsInvoke = null,
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[property: JsonPropertyName("isInvoke")]
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[property: JsonConverter(typeof(NumericBoolJsonConverter))] bool? IsInvoke = null,
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[property: JsonPropertyName("attachTarget")] string? AttachTarget = null);
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@@ -7,4 +7,4 @@ public sealed record ReadyBody(
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[property: JsonPropertyName("oppo")] IReadOnlyList<PosIdx> Oppo,
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[property: JsonPropertyName("idxChangeSeed")] int IdxChangeSeed,
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[property: JsonPropertyName("spin")] int Spin,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -3,4 +3,4 @@ using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol.Bodies;
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public sealed record ResultCodeOnlyBody(
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -4,4 +4,4 @@ namespace SVSim.BattleNode.Protocol.Bodies;
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public sealed record SwapResponseBody(
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[property: JsonPropertyName("self")] IReadOnlyList<PosIdx> Self,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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@@ -3,5 +3,6 @@ using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol.Bodies;
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public sealed record TurnEndBody(
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[property: JsonPropertyName("turnState")] int TurnState,
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[property: JsonPropertyName("resultCode")] int ResultCode = 1) : IMsgBody;
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[property: JsonPropertyName("turnState")]
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[property: JsonConverter(typeof(JsonNumberEnumConverter<TurnState>))] TurnState TurnState,
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[property: JsonPropertyName("resultCode")] int ResultCode = (int)ReceiveNodeResultCode.Success) : IMsgBody;
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17
SVSim.BattleNode/Protocol/CardOwner.cs
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17
SVSim.BattleNode/Protocol/CardOwner.cs
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@@ -0,0 +1,17 @@
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namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// Wire value of the actor-relative <c>isSelf</c> flag on relayed lists (<c>targetList</c>,
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/// <c>uList</c>): whose side a referenced card belongs to, from the SENDER's perspective. The node
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/// forwards it verbatim — no perspective flip (bullet-3 audit F2). The client reads it via
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/// <c>ConvertToInt(...) == 1</c> (<c>NetworkBattleReceiver.cs</c>), so it serializes as the
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/// underlying int via <see cref="System.Text.Json.Serialization.JsonNumberEnumConverter{T}"/>.
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/// </summary>
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public enum CardOwner
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{
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/// <summary>Card belongs to the opponent of the sender.</summary>
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Opponent = 0,
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/// <summary>Card belongs to the sender.</summary>
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Self = 1,
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}
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17
SVSim.BattleNode/Protocol/ChoiceVisibility.cs
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17
SVSim.BattleNode/Protocol/ChoiceVisibility.cs
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@@ -0,0 +1,17 @@
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namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// Wire value of <c>open</c> on a choice/Discover <c>selectCard</c>: whether the pick is revealed.
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/// The client emits it as <c>selectCardIsOpen ? 1 : 0</c> (<c>SendKeyActionDataManager.cs</c>);
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/// the node uses it to decide whether to strip the pick for the opponent (<c>Hidden</c> = strip).
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/// Serializes as the underlying int via
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/// <see cref="System.Text.Json.Serialization.JsonNumberEnumConverter{T}"/>.
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/// </summary>
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public enum ChoiceVisibility
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{
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/// <summary>Hidden draw-to-hand pick — the chosen card stays secret until played.</summary>
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Hidden = 0,
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/// <summary>Visible board choice — the pick is revealed immediately.</summary>
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Open = 1,
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}
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29
SVSim.BattleNode/Protocol/NumericBoolJsonConverter.cs
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29
SVSim.BattleNode/Protocol/NumericBoolJsonConverter.cs
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@@ -0,0 +1,29 @@
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// Serializes a <see cref="bool"/> as the wire's numeric 0/1. The client reads these flags via
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/// <c>Convert.ToInt32</c> / <c>Convert.ToBoolean</c> (e.g. <c>isOfficial</c>, <c>isInvoke</c>) —
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/// never as a JSON <c>true</c>/<c>false</c> token — so a real <c>bool</c> property must still emit
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/// a number. Read accepts a JSON number (0 = false, non-zero = true) and, defensively, a
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/// <c>true</c>/<c>false</c> token or a numeric string. Applied per-field via
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/// <c>[JsonConverter(typeof(NumericBoolJsonConverter))]</c>; works on <c>bool?</c> too (System.Text.Json
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/// wraps a <c>JsonConverter<bool></c> for the nullable case).
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/// </summary>
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public sealed class NumericBoolJsonConverter : JsonConverter<bool>
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{
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public override bool Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
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=> reader.TokenType switch
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{
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JsonTokenType.Number => reader.GetInt64() != 0,
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JsonTokenType.True => true,
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JsonTokenType.False => false,
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JsonTokenType.String => long.TryParse(reader.GetString(), out var n) && n != 0,
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_ => throw new JsonException($"Cannot convert token {reader.TokenType} to a numeric bool"),
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};
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public override void Write(Utf8JsonWriter writer, bool value, JsonSerializerOptions options)
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=> writer.WriteNumberValue(value ? 1 : 0);
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}
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16
SVSim.BattleNode/Protocol/TurnState.cs
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16
SVSim.BattleNode/Protocol/TurnState.cs
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@@ -0,0 +1,16 @@
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namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// Wire value of <c>turnState</c> on BattleStart / TurnEnd frames: which side acts first.
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/// The client reads it via <c>Convert.ToInt32</c> (<c>RealTimeNetworkAgent.cs</c> "turnState"
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/// case) into <c>NetworkUserInfoData.TurnState</c>, so it serializes as the underlying int via
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/// <see cref="System.Text.Json.Serialization.JsonNumberEnumConverter{T}"/>.
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/// </summary>
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public enum TurnState
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{
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/// <summary>This side takes the first turn.</summary>
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First = 0,
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/// <summary>This side takes the second turn.</summary>
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Second = 1,
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}
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