refactor(battle-node): rename ScriptedLifecycle->ServerBattleFrames, ScriptedProfiles->BattleFrameDefaults

Pure rename. These hold the shared server-authored frame builders used by every
battle mode's handshake/mulligan dispatch — the 'Scripted' name was a historical
accident that hid the PvP/Bot crossover. No behavior change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 20:36:32 -04:00
parent e9493e24c4
commit ba18790156
14 changed files with 59 additions and 59 deletions

View File

@@ -1,13 +1,13 @@
namespace SVSim.BattleNode.Lifecycle;
/// <summary>
/// Named constants and templates for the v1 scripted lifecycle. Every value here
/// originated in a real prod frame in
/// <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them out
/// of <see cref="ScriptedLifecycle"/> makes the magic numerics navigable and gives
/// Default frame constants templated from TK2 prod captures, shared by the
/// server-authored battle-frame builders. Every value here originated in a real prod
/// frame in <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them
/// out of <see cref="ServerBattleFrames"/> makes the magic numerics navigable and gives
/// the seed a single source of truth instead of two duplicated literals.
/// </summary>
internal static class ScriptedProfiles
internal static class BattleFrameDefaults
{
// Shared per the spec — selfInfo.seed and oppoInfo.seed always agree.
// From frame[2] (Matched).

View File

@@ -10,13 +10,13 @@ namespace SVSim.BattleNode.Lifecycle;
/// (Matched / BattleStart / Deal / Swap response / Ready) plus the post-mulligan hand
/// computation. Used by every battle mode's handshake/mulligan dispatch arms. Hardcoded
/// values are templated from the TK2 prod captures (battle-traffic_tk2_*.ndjson); see
/// <see cref="ScriptedProfiles"/> for provenance.
/// <see cref="BattleFrameDefaults"/> for provenance.
/// </summary>
public static class ScriptedLifecycle
public static class ServerBattleFrames
{
/// <summary>
/// Viewer id we present as the opponent on every scripted push. Out-of-range vs. real
/// viewer ids so it can't collide with a real account in the auth pipeline.
/// Viewer id we present as the opponent on every server-authored opponent push. Out-of-range
/// vs. real viewer ids so it can't collide with a real account in the auth pipeline.
/// </summary>
public const long FakeOpponentViewerId = 999_999_999L;
@@ -57,8 +57,8 @@ public static class ScriptedLifecycle
TurnState: turnState, // 0 = this side goes first, 1 = second. Caller decides.
BattleType: selfCtx.BattleType,
SelfInfo: new BattleStartSelfInfo(
Rank: ScriptedProfiles.PlayerRank,
BattlePoint: ScriptedProfiles.PlayerBattlePoint,
Rank: BattleFrameDefaults.PlayerRank,
BattlePoint: BattleFrameDefaults.PlayerBattlePoint,
ClassId: selfCtx.ClassId,
CharaId: selfCtx.CharaId,
CardMasterName: selfCtx.CardMasterName),
@@ -111,8 +111,8 @@ public static class ScriptedLifecycle
EnvelopeForPush(NetworkBattleUri.Swap,
new SwapResponseBody(Self: BuildPosIdxList(hand)));
/// <summary>Non-interactive opponent (scripted single / AINetwork): oppo is the
/// placeholder <see cref="InitialHand"/> (v1 behaviour).</summary>
/// <summary>Non-interactive opponent (Bot/AI): oppo is the placeholder
/// <see cref="InitialHand"/>.</summary>
public static MsgEnvelope BuildReady(IReadOnlyList<long> hand) => BuildReady(hand, InitialHand);
/// <summary>Both hands known (the mulligan barrier supplies the opponent's
@@ -122,8 +122,8 @@ public static class ScriptedLifecycle
new ReadyBody(
Self: BuildPosIdxList(selfHand),
Oppo: BuildPosIdxList(oppoHand),
IdxChangeSeed: ScriptedProfiles.ReadyIdxChangeSeed,
Spin: ScriptedProfiles.ReadySpin));
IdxChangeSeed: BattleFrameDefaults.ReadyIdxChangeSeed,
Spin: BattleFrameDefaults.ReadySpin));
private static IReadOnlyList<PosIdx> BuildPosIdxList(IReadOnlyList<long> hand)
{