fix(battle-node): emit envelope keys before body keys in MsgEnvelope.ToJson

Client RealTimeNetworkAgent.SetNetworkInfo iterates the synchronize-data
dict in insertion order. The "uri" key, when recognized as Matched, calls
GameMgr.InitializeSelfInfo which sets _selfDeck = null. Any "selfDeck"
processed before "uri" gets wiped; Matching.StartBattleLoad then crashes
on null.Select(...). Pre-refactor ToJson built a Dictionary envelope-first
then appended body keys, so the bug never surfaced. The typed-body rewrite
inverted the order — restoring envelope-first matches the prod wire.

Regression test BuildMatched_KeyOrder_PutsUriBeforeSelfDeckAndSelfInfo
locks the contract.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-01 10:53:51 -04:00
parent 19cc7980d1
commit e4691d616b
2 changed files with 50 additions and 15 deletions

View File

@@ -42,12 +42,24 @@ public sealed record MsgEnvelope(
public static string ToJson(MsgEnvelope env) public static string ToJson(MsgEnvelope env)
{ {
JsonObject result; // Envelope fields MUST come before body fields on the wire. The client's
// RealTimeNetworkAgent.SetNetworkInfo iterates the dict in insertion order and
// clears _selfDeck on the "uri" key (via GameMgr.InitializeSelfInfo). Any body
// field processed before "uri" is wiped before Matching.StartBattleLoad reads
// it back. The prod wire emits envelope keys first; we must too.
var result = new JsonObject();
result["uri"] = env.Uri.ToString();
result["viewerId"] = env.ViewerId;
result["uuid"] = env.Uuid;
result["try"] = env.Try;
result["cat"] = (int)env.Cat;
if (env.Bid is not null) result["bid"] = env.Bid;
if (env.PubSeq.HasValue) result["pubSeq"] = env.PubSeq.Value;
if (env.PlaySeq.HasValue) result["playSeq"] = env.PlaySeq.Value;
if (env.Body is RawBody raw) if (env.Body is RawBody raw)
{ {
// Inbound-echo path: flatten Entries to top-level keys, same as before // Inbound-echo path: flatten Entries to top-level keys.
// the typed-body refactor.
result = new JsonObject();
foreach (var (k, v) in raw.Entries) foreach (var (k, v) in raw.Entries)
{ {
if (ReservedEnvelopeKeys.Contains(k)) if (ReservedEnvelopeKeys.Contains(k))
@@ -60,19 +72,17 @@ public sealed record MsgEnvelope(
} }
else else
{ {
// Typed body: serialize via [JsonPropertyName] attributes on the record. // Typed body: serialize via [JsonPropertyName] attributes on the record,
result = (JsonObject)JsonSerializer.SerializeToNode(env.Body, env.Body.GetType(), Options)!; // then layer each field onto `result` after the envelope keys. DeepClone
// because S.T.Json JsonNodes can only have one parent; reassigning a node
// owned by `bodyNode` to `result` would throw without the clone.
var bodyNode = (JsonObject)JsonSerializer.SerializeToNode(env.Body, env.Body.GetType(), Options)!;
foreach (var prop in bodyNode)
{
result[prop.Key] = prop.Value?.DeepClone();
}
} }
result["uri"] = env.Uri.ToString();
result["viewerId"] = env.ViewerId;
result["uuid"] = env.Uuid;
result["try"] = env.Try;
result["cat"] = (int)env.Cat;
if (env.Bid is not null) result["bid"] = env.Bid;
if (env.PubSeq.HasValue) result["pubSeq"] = env.PubSeq.Value;
if (env.PlaySeq.HasValue) result["playSeq"] = env.PlaySeq.Value;
return result.ToJsonString(Options); return result.ToJsonString(Options);
} }

View File

@@ -16,6 +16,31 @@ namespace SVSim.UnitTests.BattleNode.Lifecycle;
[TestFixture] [TestFixture]
public class TypedBodyWireShapeTests public class TypedBodyWireShapeTests
{ {
[Test]
public void BuildMatched_KeyOrder_PutsUriBeforeSelfDeckAndSelfInfo()
{
// Regression: the client's RealTimeNetworkAgent.SetNetworkInfo iterates the
// synchronize-data dict in insertion order. When it hits "uri" and recognizes
// "Matched", it calls GameMgr.InitializeSelfInfo() which sets _selfDeck = null.
// Any "selfDeck" / "selfInfo" key processed BEFORE "uri" is wiped before
// Matching.StartBattleLoad reads it back, and GetSelfDeck().Select(...) crashes
// with "Value cannot be null. Parameter name: source". The prod wire format
// emits envelope keys (uri first) before body keys; we must too.
var env = ScriptedLifecycle.BuildMatched(
playerViewerId: 1, opponentViewerId: 2, battleId: "b");
var json = MsgEnvelope.ToJson(env);
var uriIdx = json.IndexOf("\"uri\":", StringComparison.Ordinal);
var selfDeckIdx = json.IndexOf("\"selfDeck\":", StringComparison.Ordinal);
var selfInfoIdx = json.IndexOf("\"selfInfo\":", StringComparison.Ordinal);
Assert.That(uriIdx, Is.GreaterThan(-1), "uri must be present");
Assert.That(selfDeckIdx, Is.GreaterThan(-1), "selfDeck must be present");
Assert.That(selfInfoIdx, Is.GreaterThan(-1), "selfInfo must be present");
Assert.That(uriIdx, Is.LessThan(selfDeckIdx), "uri must appear BEFORE selfDeck");
Assert.That(uriIdx, Is.LessThan(selfInfoIdx), "uri must appear BEFORE selfInfo");
}
[Test] [Test]
public void BuildMatched_SerializesAllWireKeysExpectedByTheClient() public void BuildMatched_SerializesAllWireKeysExpectedByTheClient()
{ {