feat(battle-node): BuildMatched consumes MatchContext for player half

selfInfo cosmetics + 30-card selfDeck now read from MatchContext. Opponent
half stays in ScriptedProfiles. DummyCardId / BuildDummyDeck / PlayerMatched
Profile removed. Two new tests lock the deck-idx pairing and cosmetic
flow-through; TypedBodyWireShapeTests + lifecycle tests thread a fixture ctx.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-01 12:48:04 -04:00
parent 01f9bb722a
commit f589283572
5 changed files with 83 additions and 36 deletions

View File

@@ -1,3 +1,4 @@
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
@@ -9,29 +10,32 @@ namespace SVSim.BattleNode.Lifecycle;
/// the dispatch pushes after the player's TurnEnd. The values are templated from the TK2
/// captures at <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c> — anything
/// hardcoded here came from a real prod frame, with names + provenance in
/// <see cref="ScriptedProfiles"/>.
/// <see cref="ScriptedProfiles"/>. The player-half of Matched/BattleStart now reads from
/// <see cref="MatchContext"/> instead of <see cref="ScriptedProfiles"/>.
/// </summary>
public static class ScriptedLifecycle
{
/// <summary>
/// CardId used for all 30 entries in the dummy deck. A stable neutral card that exists in
/// every card-master version we care about, so the client can render it without
/// triggering a card-master-mismatch error.
/// </summary>
public const long DummyCardId = 100011010L;
/// <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.
/// </summary>
public const long FakeOpponentViewerId = 999_999_999L;
public static MsgEnvelope BuildMatched(long playerViewerId, long opponentViewerId, string battleId) =>
public static MsgEnvelope BuildMatched(MatchContext ctx, long playerViewerId, long opponentViewerId, string battleId) =>
EnvelopeForPush(NetworkBattleUri.Matched,
new MatchedBody(
SelfInfo: ScriptedProfiles.PlayerMatchedProfile with { OppoId = opponentViewerId },
SelfInfo: new MatchedSelfInfo(
CountryCode: ctx.CountryCode,
UserName: ctx.UserName,
SleeveId: ctx.SleeveId,
EmblemId: ctx.EmblemId,
DegreeId: ctx.DegreeId,
FieldId: ctx.FieldId,
IsOfficial: ctx.IsOfficial,
OppoId: opponentViewerId,
Seed: ScriptedProfiles.BattleSeed),
OppoInfo: ScriptedProfiles.OpponentMatchedProfile with { OppoId = playerViewerId },
SelfDeck: BuildDummyDeck()),
SelfDeck: BuildPlayerDeck(ctx.SelfDeckCardIds)),
bid: battleId);
public static MsgEnvelope BuildBattleStart(long playerViewerId) =>
@@ -104,12 +108,12 @@ public static class ScriptedLifecycle
return list;
}
private static IReadOnlyList<DeckCardRef> BuildDummyDeck()
private static IReadOnlyList<DeckCardRef> BuildPlayerDeck(IReadOnlyList<long> cardIds)
{
var deck = new List<DeckCardRef>(30);
for (var i = 1; i <= 30; i++)
var deck = new List<DeckCardRef>(cardIds.Count);
for (var i = 0; i < cardIds.Count; i++)
{
deck.Add(new DeckCardRef(Idx: i, CardId: DummyCardId));
deck.Add(new DeckCardRef(Idx: i + 1, CardId: cardIds[i]));
}
return deck;
}

View File

@@ -15,18 +15,6 @@ internal static class ScriptedProfiles
// From frame[2] (Matched).
public const long BattleSeed = 17_548_138L;
// From frame[2] (Matched). OppoId is overwritten per battle from the bridge.
public static readonly MatchedSelfInfo PlayerMatchedProfile = new(
CountryCode: "KOR",
UserName: "Player",
SleeveId: "3000011",
EmblemId: "701441011",
DegreeId: "300003",
FieldId: 43,
IsOfficial: 0,
OppoId: 0,
Seed: BattleSeed);
public static readonly MatchedOppoInfo OpponentMatchedProfile = new(
CountryCode: "JPN",
UserName: "Opponent",

View File

@@ -235,7 +235,7 @@ public sealed class BattleSession
Phase = BattleSessionPhase.AwaitingInitBattle;
break;
case NetworkBattleUri.InitBattle when Phase == BattleSessionPhase.AwaitingInitBattle:
result.Add((ScriptedLifecycle.BuildMatched(ViewerId, ScriptedLifecycle.FakeOpponentViewerId, BattleId), NoStock: false));
result.Add((ScriptedLifecycle.BuildMatched(Context, ViewerId, ScriptedLifecycle.FakeOpponentViewerId, BattleId), NoStock: false));
Phase = BattleSessionPhase.AwaitingLoaded;
break;
case NetworkBattleUri.Loaded when Phase == BattleSessionPhase.AwaitingLoaded: