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>
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SVSim.BattleNode/Protocol/ChoiceVisibility.cs
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SVSim.BattleNode/Protocol/ChoiceVisibility.cs
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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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