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>
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158
SVSim.BattleNode/Lifecycle/ServerBattleFrames.cs
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158
SVSim.BattleNode/Lifecycle/ServerBattleFrames.cs
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using System.Collections.Immutable;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Lifecycle;
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/// <summary>
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/// Server-authored battle frames pushed to the client during match setup and teardown
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/// (Matched / BattleStart / Deal / Swap response / Ready) plus the post-mulligan hand
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/// computation. Used by every battle mode's handshake/mulligan dispatch arms. Hardcoded
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/// values are templated from the TK2 prod captures (battle-traffic_tk2_*.ndjson); see
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/// <see cref="BattleFrameDefaults"/> for provenance.
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/// </summary>
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public static class ServerBattleFrames
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{
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/// <summary>
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/// Viewer id we present as the opponent on every server-authored opponent push. Out-of-range
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/// vs. real viewer ids so it can't collide with a real account in the auth pipeline.
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/// </summary>
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public const long FakeOpponentViewerId = 999_999_999L;
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public static MsgEnvelope BuildMatched(
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MatchContext selfCtx, MatchContext oppoCtx,
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long selfViewerId, long oppoViewerId,
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string battleId, long seed) =>
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EnvelopeForPush(NetworkBattleUri.Matched,
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new MatchedBody(
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SelfInfo: new MatchedSelfInfo(
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CountryCode: selfCtx.CountryCode,
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UserName: selfCtx.UserName,
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SleeveId: selfCtx.SleeveId,
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EmblemId: selfCtx.EmblemId,
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DegreeId: selfCtx.DegreeId,
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FieldId: selfCtx.FieldId,
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IsOfficial: selfCtx.IsOfficial,
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OppoId: oppoViewerId,
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Seed: seed),
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OppoInfo: new MatchedOppoInfo(
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CountryCode: oppoCtx.CountryCode,
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UserName: oppoCtx.UserName,
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SleeveId: oppoCtx.SleeveId,
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EmblemId: oppoCtx.EmblemId,
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DegreeId: oppoCtx.DegreeId,
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FieldId: oppoCtx.FieldId,
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IsOfficial: oppoCtx.IsOfficial,
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OppoId: selfViewerId,
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Seed: seed,
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OppoDeckCount: oppoCtx.SelfDeckCardIds.Count),
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SelfDeck: BuildPlayerDeck(selfCtx.SelfDeckCardIds)),
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bid: battleId);
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public static MsgEnvelope BuildBattleStart(
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MatchContext selfCtx, MatchContext oppoCtx, long selfViewerId, int turnState) =>
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EnvelopeForPush(NetworkBattleUri.BattleStart,
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new BattleStartBody(
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TurnState: turnState, // 0 = this side goes first, 1 = second. Caller decides.
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BattleType: selfCtx.BattleType,
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SelfInfo: new BattleStartSelfInfo(
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Rank: BattleFrameDefaults.PlayerRank,
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BattlePoint: BattleFrameDefaults.PlayerBattlePoint,
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ClassId: selfCtx.ClassId,
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CharaId: selfCtx.CharaId,
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CardMasterName: selfCtx.CardMasterName),
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OppoInfo: new BattleStartOppoInfo(
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// Rank/IsMasterRank/BattlePoint/MasterPoint stay hardcoded —
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// PvP rank tracking is deferred (per spec § Out of scope).
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Rank: "1",
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IsMasterRank: "0",
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BattlePoint: 0,
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MasterPoint: "0",
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ClassId: oppoCtx.ClassId,
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CharaId: oppoCtx.CharaId,
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CardMasterName: oppoCtx.CardMasterName)));
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public static MsgEnvelope BuildDeal() =>
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EnvelopeForPush(NetworkBattleUri.Deal,
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new DealBody(
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Self: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) },
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Oppo: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) }));
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/// <summary>
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/// Initial 3-card hand idxs from <see cref="BuildDeal"/>. Each position in this array
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/// is one card; the value is the card's deck idx. <see cref="ImmutableArray{T}"/> enforces
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/// the "read-only constant" contract at the type level — callers cannot mutate it, even
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/// accidentally (the prior <c>long[]</c> allowed in-place modification by anyone with the
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/// field reference).
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/// </summary>
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private static readonly ImmutableArray<long> InitialHand = ImmutableArray.Create<long>(1, 2, 3);
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/// <summary>
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/// Compute the player's hand after a mulligan. For every idx in <paramref name="swapIndices"/>
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/// that is currently in the hand, replace it with the next unused deck idx (starting at 4,
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/// since 1..3 were dealt). Positions of kept cards are preserved.
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/// </summary>
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public static long[] ComputeHandAfterSwap(IReadOnlyList<long> swapIndices)
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{
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var hand = InitialHand.ToArray();
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var nextDeckIdx = 4L;
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for (var pos = 0; pos < hand.Length; pos++)
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{
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if (swapIndices.Contains(hand[pos]))
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{
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hand[pos] = nextDeckIdx++;
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}
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}
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return hand;
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}
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public static MsgEnvelope BuildSwapResponse(IReadOnlyList<long> hand) =>
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EnvelopeForPush(NetworkBattleUri.Swap,
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new SwapResponseBody(Self: BuildPosIdxList(hand)));
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/// <summary>Non-interactive opponent (Bot/AI): oppo is the placeholder
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/// <see cref="InitialHand"/>.</summary>
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public static MsgEnvelope BuildReady(IReadOnlyList<long> hand) => BuildReady(hand, InitialHand);
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/// <summary>Both hands known (the mulligan barrier supplies the opponent's
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/// post-mulligan hand).</summary>
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public static MsgEnvelope BuildReady(IReadOnlyList<long> selfHand, IReadOnlyList<long> oppoHand) =>
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EnvelopeForPush(NetworkBattleUri.Ready,
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new ReadyBody(
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Self: BuildPosIdxList(selfHand),
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Oppo: BuildPosIdxList(oppoHand),
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IdxChangeSeed: BattleFrameDefaults.ReadyIdxChangeSeed,
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Spin: BattleFrameDefaults.ReadySpin));
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private static IReadOnlyList<PosIdx> BuildPosIdxList(IReadOnlyList<long> hand)
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{
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var list = new List<PosIdx>(hand.Count);
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for (var pos = 0; pos < hand.Count; pos++)
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{
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list.Add(new PosIdx(Pos: pos, Idx: (int)hand[pos]));
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}
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return list;
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}
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private static IReadOnlyList<DeckCardRef> BuildPlayerDeck(IReadOnlyList<long> cardIds)
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{
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var deck = new List<DeckCardRef>(cardIds.Count);
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for (var i = 0; i < cardIds.Count; i++)
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{
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deck.Add(new DeckCardRef(Idx: i + 1, CardId: cardIds[i]));
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}
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return deck;
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}
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private static MsgEnvelope EnvelopeForPush(NetworkBattleUri uri, IMsgBody body, string? bid = null) =>
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new(uri,
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ViewerId: FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: bid,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: body);
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}
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