fix(battle-node): assign turnState per side instead of hardcoding 0

Both PvP clients received turnState:0 ('both go first'). BuildBattleStart
now takes turnState; the Loaded arm assigns 0 to A, 1 to B — no Type check,
correct in Scripted (real player = A = first) and PvP (first arriver first).

Updated three existing BuildBattleStart callers in the test suite to pass
turnState:0 (the param is now required).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 10:47:56 -04:00
parent 84ed07d3af
commit ae11fe0957
5 changed files with 51 additions and 6 deletions

View File

@@ -53,10 +53,10 @@ public static class ScriptedLifecycle
bid: battleId);
public static MsgEnvelope BuildBattleStart(
MatchContext selfCtx, MatchContext oppoCtx, long selfViewerId) =>
MatchContext selfCtx, MatchContext oppoCtx, long selfViewerId, int turnState) =>
EnvelopeForPush(NetworkBattleUri.BattleStart,
new BattleStartBody(
TurnState: 0, // player goes first
TurnState: turnState, // 0 = this side goes first, 1 = second. Caller decides.
BattleType: selfCtx.BattleType,
SelfInfo: new BattleStartSelfInfo(
Rank: ScriptedProfiles.PlayerRank,

View File

@@ -207,11 +207,19 @@ public sealed class BattleSession
break;
case NetworkBattleUri.Loaded when phaseFrom?.Phase == BattleSessionPhase.AwaitingLoaded:
{
// Exactly one side goes first. A goes first deterministically: in Scripted that's
// the real player (constructed as A); in PvP that's the first arriver. No Type
// check — the rule is correct in both modes, and Bot/AINetwork never reaches this
// arm (its silent Loaded arm above wins the match). A per-battle coin-flip is a
// follow-up (see plan § Out of scope).
var turnState = ReferenceEquals(from, A) ? 0 : 1;
result.Add((from, ScriptedLifecycle.BuildBattleStart(
from.Context, other.Context, from.ViewerId), false));
from.Context, other.Context, from.ViewerId, turnState), false));
result.Add((from, ScriptedLifecycle.BuildDeal(), false));
phaseFrom!.Phase = BattleSessionPhase.AwaitingSwap;
break;
}
case NetworkBattleUri.Swap when phaseFrom?.Phase == BattleSessionPhase.AwaitingSwap:
{

View File

@@ -71,7 +71,7 @@ public class ScriptedLifecycleTests
[Test]
public void BuildBattleStart_HasTurnStateZero_AndUsesContextBattleType()
{
var env = ScriptedLifecycle.BuildBattleStart(FixtureCtx(), ScriptedBotCtx(), selfViewerId: 1);
var env = ScriptedLifecycle.BuildBattleStart(FixtureCtx(), ScriptedBotCtx(), selfViewerId: 1, turnState: 0);
var body = (BattleStartBody)env.Body;
Assert.That(body.TurnState, Is.EqualTo(0));
Assert.That(body.BattleType, Is.EqualTo(11));
@@ -87,7 +87,7 @@ public class ScriptedLifecycleTests
BattleType = 42,
};
var env = ScriptedLifecycle.BuildBattleStart(ctx, ScriptedBotCtx(), selfViewerId: 1);
var env = ScriptedLifecycle.BuildBattleStart(ctx, ScriptedBotCtx(), selfViewerId: 1, turnState: 0);
var body = (BattleStartBody)env.Body;
Assert.That(body.SelfInfo.ClassId, Is.EqualTo("7"));

View File

@@ -86,7 +86,7 @@ public class TypedBodyWireShapeTests
[Test]
public void BuildBattleStart_SerializesAllWireKeysAndPreservesBattlePointAsymmetry()
{
var env = ScriptedLifecycle.BuildBattleStart(FixtureCtx(), ScriptedBotCtx(), selfViewerId: 906243102);
var env = ScriptedLifecycle.BuildBattleStart(FixtureCtx(), ScriptedBotCtx(), selfViewerId: 906243102, turnState: 0);
var json = MsgEnvelope.ToJson(env);
var node = JsonNode.Parse(json)!.AsObject();

View File

@@ -52,6 +52,43 @@ public class BattleSessionDispatchTests
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
}
[Test]
public void Pvp_Loaded_from_A_assigns_turnState_0()
{
var (s, a, _) = NewPvpSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var bs = (BattleStartBody)routes[0].Frame.Body;
Assert.That(bs.TurnState, Is.EqualTo(0), "A (first arriver) goes first.");
}
[Test]
public void Pvp_Loaded_from_B_assigns_turnState_1()
{
var (s, _, b) = NewPvpSession();
s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.Loaded));
var bs = (BattleStartBody)routes[0].Frame.Body;
Assert.That(bs.TurnState, Is.EqualTo(1), "B (second arriver) goes second.");
}
[Test]
public void Scripted_Loaded_from_player_assigns_turnState_0()
{
// Real player is constructed as A in scripted sessions, so it always goes first.
var (s, a, _) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var bs = (BattleStartBody)routes[0].Frame.Body;
Assert.That(bs.TurnState, Is.EqualTo(0));
}
[Test]
public void Swap_pushes_SwapResponse_then_Ready_to_sender()
{