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:
@@ -1,3 +1,4 @@
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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@@ -16,7 +17,7 @@ internal sealed class JudgeHandler : IFrameHandler
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// battleCode is dropped; spin=0 for the deterministic-turn slice.
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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var frame = ctx.Env with { Body = new JudgeBody(Spin: 0) };
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var frame = ctx.Env with { Body = new JudgeBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.From, frame, false) };
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}
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@@ -17,8 +17,8 @@ internal sealed class LoadedHandler : IFrameHandler
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// case 6: general — BattleStart (per-perspective) + Deal to the sender.
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if (ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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{
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// A goes first deterministically (turnState 0); B goes second (turnState 1).
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var turnState = ReferenceEquals(ctx.From, ctx.A) ? 0 : 1;
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// A goes first deterministically; B goes second.
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var turnState = ReferenceEquals(ctx.From, ctx.A) ? TurnState.First : TurnState.Second;
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var r = new List<DispatchRoute>
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{
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new(ctx.From, ServerBattleFrames.BuildBattleStart(
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@@ -20,7 +20,7 @@ internal sealed class TurnEndHandler : IFrameHandler
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// Opponent sees {turnState}; receiving TurnEnd drives ITS SendJudge (handover gate):
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// the opponent (the turn taker-over) then sends a Judge, which JudgeHandler reflects
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// back to it to start its turn. battleCode/actionSeq/cemetery are dropped.
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var te = ctx.Env with { Body = new TurnEndBody(TurnState: 0) };
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var te = ctx.Env with { Body = new TurnEndBody(TurnState: TurnState.First) };
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return new[] { new DispatchRoute(ctx.Other, te, false) };
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}
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return Array.Empty<DispatchRoute>(); // Pvp-not-both-ready → drop (Bot already returned above)
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@@ -1,3 +1,4 @@
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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@@ -11,7 +12,7 @@ internal sealed class TurnStartHandler : IFrameHandler
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// (spin=0 for the deterministic-turn slice) and self-generates its turn-open.
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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var frame = ctx.Env with { Body = new OpponentTurnStartBody(Spin: 0) };
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var frame = ctx.Env with { Body = new OpponentTurnStartBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.Other, frame, false) };
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}
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