fix(battle-node): reflect PvP Judge back to its sender (turn handover)
Live two-client run (data_dumps/captures/battle_test) exposed a turn-handover
stall: ending a turn on client A made BOTH clients show A's turn again; the
opponent never got a turn. Root cause: JudgeHandler routed the {spin:0} Judge to
ctx.Other. The client rule is 'receive opponent TurnEnd -> SendJudge', so the
PASSIVE player (the one taking over the turn) is the Judge sender, and 'receive
Judge -> ControlTurnStartPlayer' starts the RECEIVER's turn. Routing to ctx.Other
delivered the Judge to the player who had just ended their turn, restarting it in
a closed loop while the taker-over sat on 'Opponent's Turn'.
Fix: the PvP Judge {spin} reflects back to ctx.From (the sender / turn taker-over),
matching the Bot arm's existing 'Judge to sender only' handover. The sender then
emits TurnStart, which relays to the opponent as {spin}. Updated the dispatch unit
test and the PvpHandshakeAndGameplay integration test to the real handover order
(passive sends Judge -> receives it back -> sends TurnStart -> opponent sees it).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -11,12 +11,17 @@ internal sealed class JudgeHandler : IFrameHandler
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if (ctx.IsScriptedBot(ctx.From))
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if (ctx.IsScriptedBot(ctx.From))
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return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };
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return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };
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// PvP: active player's Judge{battleCode} -> opponent {spin} (RNG catch-up; spin=0 for the
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// PvP: Judge is the handover gate. The player who sends Judge is the one TAKING OVER the
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// deterministic-turn slice). Receiving Judge starts the opponent's own turn.
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// turn (the client rule is: receive opponent TurnEnd -> SendJudge). Receiving Judge{spin}
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// fires ControlTurnStartPlayer ("start MY turn"), so the {spin} must REFLECT BACK to the
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// sender — NOT go to the opponent (that would make the player who just ended their turn
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// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
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// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
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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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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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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: 0) };
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return new[] { new DispatchRoute(ctx.Other, frame, false) };
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return new[] { new DispatchRoute(ctx.From, frame, false) };
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}
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}
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return Array.Empty<DispatchRoute>();
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return Array.Empty<DispatchRoute>();
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@@ -17,9 +17,9 @@ internal sealed class TurnEndHandler : IFrameHandler
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{
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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{
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// Opponent sees {turnState}; receiving TurnEnd drives its SendJudge (handover gate).
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// Opponent sees {turnState}; receiving TurnEnd drives ITS SendJudge (handover gate):
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// battleCode/actionSeq/cemetery are dropped. The paired Judge{spin} is emitted by
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// the opponent (the turn taker-over) then sends a Judge, which JudgeHandler reflects
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// JudgeHandler when the active player sends its own Judge frame.
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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: 0) };
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return new[] { new DispatchRoute(ctx.Other, te, false) };
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return new[] { new DispatchRoute(ctx.Other, te, false) };
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}
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}
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@@ -220,22 +220,28 @@ public class BattleNodeFlowTests
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await DrivePvpHandshakeAsync(clientA, vidA, clientB, vidB, key, ct);
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await DrivePvpHandshakeAsync(clientA, vidA, clientB, vidB, key, ct);
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// Both are now AfterReady. Deterministic-turn translator contract (per-URI, opponent-
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// Both are now AfterReady. Deterministic-turn handover, mirroring the real two-client
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// facing): the active player ends its turn by sending TurnEnd then Judge. The OPPONENT
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// capture (2026-06-03 battle_test). A ends its turn; the OPPONENT (B) receives the
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// (B) receives the translated {turnState:0} TurnEnd and {spin:0} Judge; the sender (A)
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// translated {turnState:0} TurnEnd. A receives nothing — it already ran the turn locally.
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// receives nothing back — it already ran the action locally. (Old behavior broadcast
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// TurnEnd+Judge to both sides; that 4-route relay was replaced by the translator.)
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await clientA.SendMsgAsync(MakeEnvelopeWith(vidA, NetworkBattleUri.TurnEnd, pubSeq: 5), key, ct);
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await clientA.SendMsgAsync(MakeEnvelopeWith(vidA, NetworkBattleUri.TurnEnd, pubSeq: 5), key, ct);
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var bTurnEnd = await clientB.ReceiveSynchronizeAsync(ct);
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var bTurnEnd = await clientB.ReceiveSynchronizeAsync(ct);
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Assert.That(bTurnEnd.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
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Assert.That(bTurnEnd.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
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await clientA.SendMsgAsync(MakeEnvelopeWith(vidA, NetworkBattleUri.Judge, pubSeq: 6), key, ct);
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// The client rule is: receive opponent TurnEnd -> SendJudge. So B (the taker-over) sends
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// Judge. The {spin:0} reflects BACK to B (its own ControlTurnStartPlayer gate), NOT to A —
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// routing it to A would restart A's turn and stall the loop (the live-run bug this fixes).
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await clientB.SendMsgAsync(MakeEnvelopeWith(vidB, NetworkBattleUri.Judge, pubSeq: 5), key, ct);
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var bJudge = await clientB.ReceiveSynchronizeAsync(ct);
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var bJudge = await clientB.ReceiveSynchronizeAsync(ct);
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Assert.That(bJudge.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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Assert.That(bJudge.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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// B opens its turn: TurnStart relays to the opponent A as {spin:0} ("opponent's turn").
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await clientB.SendMsgAsync(MakeEnvelopeWith(vidB, NetworkBattleUri.TurnStart, pubSeq: 6), key, ct);
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var aTurnStart = await clientA.ReceiveSynchronizeAsync(ct);
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Assert.That(aTurnStart.Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
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// PlayActions translation: B plays a card; A receives the opponent-facing PlayActions
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// PlayActions translation: B plays a card; A receives the opponent-facing PlayActions
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// frame (Uri preserved, body synthesized by PlayActionsHandler).
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// frame (Uri preserved, body synthesized by PlayActionsHandler).
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await clientB.SendMsgAsync(MakeEnvelopeWith(vidB, NetworkBattleUri.PlayActions, pubSeq: 5), key, ct);
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await clientB.SendMsgAsync(MakeEnvelopeWith(vidB, NetworkBattleUri.PlayActions, pubSeq: 7), key, ct);
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var aForwarded = await clientA.ReceiveSynchronizeAsync(ct);
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var aForwarded = await clientA.ReceiveSynchronizeAsync(ct);
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Assert.That(aForwarded.Uri, Is.EqualTo(NetworkBattleUri.PlayActions));
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Assert.That(aForwarded.Uri, Is.EqualTo(NetworkBattleUri.PlayActions));
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}
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}
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@@ -400,7 +400,7 @@ public class BattleSessionDispatchTests
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}
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}
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[Test]
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[Test]
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public void Pvp_Judge_from_A_emits_spin0_to_B()
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public void Pvp_Judge_from_A_reflects_spin0_back_to_sender()
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{
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{
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var (s, a, b) = NewPvpSession();
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, a);
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@@ -408,8 +408,11 @@ public class BattleSessionDispatchTests
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Judge));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Judge));
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// Judge reflects BACK to its sender (the turn taker-over), not to the opponent: receiving
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// Judge{spin} fires the sender's ControlTurnStartPlayer. Routing to the opponent would
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// restart the just-ended player's turn (2026-06-03 two-client capture).
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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var body = (SVSim.BattleNode.Protocol.Bodies.JudgeBody)routes[0].Frame.Body;
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var body = (SVSim.BattleNode.Protocol.Bodies.JudgeBody)routes[0].Frame.Body;
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Assert.That(body.Spin, Is.EqualTo(0));
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Assert.That(body.Spin, Is.EqualTo(0));
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