Commit Graph

18 Commits

Author SHA1 Message Date
gamer147
1685b509c3 fix(battle-node): TurnEndFinal pushes LifeWin=101 (player perspective), not LifeLose=102
End-to-end trace of FinishBattleEffect proved my prior direction was
backwards. The path is:

  RESULT_CODE → JudgeResultReceive switch (NetworkBattleManagerBase:1439-1459)
              → SettingResultUI_SpecialResultTypeText
              → _finishEffectType = battleResult
  → eventually FinishBattleEffect(:1267-1316):
      bool isPlayer = false;
      switch (_finishEffectType) {
        case WIN:  isPlayer = true;  break;
        case LOSE: isPlayer = false; break;
      }
      InitiateGameEndSequence(!isPlayer);  // NEGATED
  → BattleManagerBase.InitiateGameEndSequence(hasWon):
      hasWon=true → WIN screen; hasWon=false → LOSE screen.

So LifeWin=101 (player perspective: "I won by life") → _finishEffectType=LOSE
→ isPlayer=false → hasWon=true → WIN UI. And LifeLose=102 ("I lost") → LOSE UI.

My prior misread treated the inner switch's BATTLE_RESULT_TYPE param as
the final UI render — but that param only feeds the secondary "by retire
/ by disconnect" text, not the primary WIN/LOSE. The real flip happens at
FinishBattleEffect:1315's !isPlayer negation.

User's live repro (bot HP to 0 → LOSS screen) confirmed the inversion.

The prior prod TK2 capture interpretation was also corrected: line 274
`result:102` was a LOSS capture (player lost to the opponent's attack on
line 271), not a win as I claimed earlier.

Changes:
- BattleResult.cs: docstring rewritten with the full FinishBattleEffect
  trace. Members reordered (LifeWin first since it's used by Scripted).
- BattleSession.cs:267: Scripted TurnEndFinal arm pushes LifeWin instead
  of LifeLose.
- Test updated to assert LifeWin=101 + describe the inversion lesson so
  the next reader sees the prior bug context.

177 battle-node tests passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 18:11:24 -04:00
gamer147
ee23985055 fix(battle-node): push BattleFinish on Scripted TurnEndFinal so the client doesn't park on the disconnect-checker
Before: when the player declared their final winning turn (TurnEndFinal),
Scripted mode forwarded it to the bot — which fired a useless 3-frame
TurnStart/TurnEnd/Judge burst as if the game were continuing. No
BattleFinish was ever pushed, so the client's
BattleFinishToOpponentDisConnectChecker (NetworkBattleManagerBase.cs:1640
+ BattleFinishToOpponentDisConnectChecker.cs) parked the player on a
"waiting for opponent" dialog for 128 seconds, eventually falling through
to a synthetic OnDisConnectWin. The user could see "opponent defeated"
animations but couldn't proceed to the post-battle screen.

After: Scripted TurnEndFinal pushes BattleFinish with result=LifeLose=102
to the player (matches the RESULT_CODE the client expects per
NetworkBattleReceiver.cs:963-986; client maps LifeLose → "opponent's life
ran out, PLAYER WIN" UI per NetworkBattleManagerBase.cs:1450-1459). Phase
transitions to Terminal so RunAsync's PvP-disconnect cascade doesn't
synthesize a second BattleFinish on top. No bot burst — the game is
over.

Wire reference: prod TK2 capture battle-traffic_tk2_regular.ndjson:273-274
shows server pushing TurnEndFinal followed immediately by BattleFinish
result:102.

BattleResult enum gets the LifeWin=101 / LifeLose=102 values and a
corrected docstring. The pre-existing Lose=0 / Win=1 / Consistency=2
values stay (Retire/Kill flow ships them today and works as "no contest"
end-of-battle), but their docstring no longer claims they're the WS
shape — they were always the HTTP /finish shape, mislabeled.

TurnEnd (regular, not final) keeps the existing forward-to-bot behavior
in Scripted mode — that's a normal turn boundary, not game end.

PvP TurnEndFinal still broadcasts the same TurnEnd+Judge as regular
TurnEnd; the actual game-end BattleFinish push in PvP rides the loser's
Retire/Kill or the disconnect cascade in RunAsync.

177 battle-node tests passing (was 176; +1 covering the new dispatch arm).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:48:20 -04:00
gamer147
9fc1d055d8 fix(battle-node): ack 'hand' SIO events to unblock client emit queue
Scripted-bot softlock root cause: client-stocked SELECT_SKILL_URI /
SLIDE_OBJECT_URI hand emits (e.g. target selection on unit play / leader
attack) arrive as SIO BinaryEvent("hand", ...) with an ack-id. Our
DispatchSocketIo only had cases for "msg" and "alive" — "hand" fell to
the default Debug-drop with no SIO ack going back. Client's
stockEmitMessageMgr (RealTimeNetworkAgent.cs:1463) blocks subsequent
emits until the previous one is acked, so all follow-up PlayActions /
TurnEndActions / TurnEnd frames were stocked but never transmitted. The
loader hooks at EmitMsg (intent) not the socket layer, which is why
battle-traffic.ndjson shows the frames as sent while the server never
received them. ~10s later the client gives up and aborts the WS.

Wire-shape proof from data_dumps/captures/logs/websocket_output.txt:
  line 619: [sio-in] uri=TurnStart pubSeq=17 ackId=16 ... (T3 start)
  line 689: [ws-rx-text] preview=451-26["hand", {...}] ← unhandled
  line 691: [ws-rx-bin]  binLen=58 pendingFrame=hand
  (no further [sio-in] entries — server received nothing else)
  line 709: [ws-recv-exit] reason=OperationCanceled wsState=Aborted

New HandleHandEventAsync (RealParticipant.cs):
- Fire-and-forget hand frames (no ack-id; TOUCH_URI / SELECT_OBJECT_URI /
  TURN_END_READY_URI) are silently swallowed — no queue-blocking risk
- Stocked hand frames decode the binary attachment via the same
  msgpack-string + NodeCrypto.Decrypt pipeline as HandleMsgEventAsync,
  parse the JSON, extract top-level "pubSeq", and SendSioAckAsync with
  that pubSeq as the ack arg (matches what stockEmitMessageMgr.GetSelectData
  expects to look up)
- Body shape is {"StockHandData":[uri_int, viewerId, udid, ...params,
  pubSeq], "try":0, "pubSeq":N} — NOT a MsgEnvelope (no top-level "uri"),
  so we can't reuse HandleMsgEventAsync as-is
- Missing-pubSeq fallback acks with arg=0 (rare path, logged at Warning)
  so we never softlock from a malformed body

WireConstants gets the HandEvent = "hand" constant for the dispatch case.

In scripted/Bot mode the ack-only handler is correct (no opponent to
forward touches to). PvP-side forwarding semantics are unverified — see
docs/audits/battle-node-sio-events-2026-06-02.md (outer repo) for the
full event inventory and remaining gaps.

Tests:
- RealParticipantHandEventTests covers the three paths: stocked-with-ack,
  fire-and-forget (no ack expected), missing-pubSeq fallback (arg=0). Each
  drives a real hand frame through RunAsync via TestWebSocket and asserts
  the SIO ack frame shape (43<ackId>[<arg>]) in outbound sends.
- 175 battle-node tests passing (was 172; +3 new). Full suite green.

Diagnostic logs ([sio-in] / [sio-out] / [ws-rx-text] / [ws-rx-bin] /
[ws-recv-exit] / [ws-loop-exit]) are left in place for one verification
cycle. After a live re-run confirms the fix, they should be stripped per
the audit doc's recommended-order step 2.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 16:41:40 -04:00
gamer147
70b2872589 feat(battle-node): add JudgeBody record for opponent turn-end Judge push
Mirrors OpponentTurnStartBody — JsonPropertyName-cased spin + resultCode
(default 1). First piece of the v1.2 three-frame turn-end burst; nothing
references it yet.
2026-06-01 17:30:00 -04:00
gamer147
d4926e31d6 feat(battle-node): add TurnEndBody record for opponent turn-end push
Mirrors OpponentTurnStartBody — JsonPropertyName-cased turnState +
resultCode (default 1). First piece of the scripted opponent turn-end
loop; nothing references it yet.
2026-06-01 14:46:21 -04:00
gamer147
ef3d7bb82b refactor(battle-node): WireConstants for SIO event names + crypto RNG battle id 2026-06-01 11:53:01 -04:00
gamer147
677b1f1392 feat(battle-node): BattleResult enum for BattleFinish.result wire codes 2026-06-01 11:41:16 -04:00
gamer147
e4691d616b 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>
2026-06-01 10:53:51 -04:00
gamer147
5ee270eb16 refactor(battle-node): switch MsgEnvelope.Body to IMsgBody, migrate all sites 2026-06-01 10:40:09 -04:00
gamer147
c7745d8785 feat(battle-node): typed OpponentTurnStart/ResultCodeOnly/BattleFinish/AlivePush bodies 2026-06-01 10:35:18 -04:00
gamer147
97b9b6fe42 feat(battle-node): typed Deal/Swap/Ready bodies + PosIdx 2026-06-01 10:34:44 -04:00
gamer147
78a6fe93fb feat(battle-node): typed BattleStartBody + Self/Oppo info records 2026-06-01 10:34:07 -04:00
gamer147
d9fbb67f0c feat(battle-node): typed MatchedBody + Self/Oppo info records 2026-06-01 10:33:34 -04:00
gamer147
9217de3aa1 feat(battle-node): add IMsgBody marker + RawBody inbound wrapper 2026-06-01 10:32:44 -04:00
gamer147
9e8ebd1b2b fix(battle-node): preserve long type on numeric array elements in FromJson
Root cause for the lingering mulligan failure: the inline conditional
expression in MsgEnvelope.ToObject

    JsonValueKind.Number => el.TryGetInt64(out var l) ? l : el.GetDouble(),

unified its branches to the common implicit-convertible type. long→double
is implicit, so both branches collapsed to double and the integer value
silently widened. Inside an array (idxList:[2]), each element came back
as boxed double; OfType<long> in ExtractIdxList then filtered every
entry out, so swapIndices arrived empty and BuildSwapResponse echoed
the unchanged hand — exactly the diff-against-Deal mismatch the client
flagged as "Card swap failed: AbandonCards[2]/DrawCards[]".

Extract a ParseNumber helper that returns object explicitly so each
branch boxes its own runtime type. Also harden ExtractIdxList to accept
any boxed numeric type (long/int/double/decimal/string) so a future
JSON-parser drift can't silently regress this path again.

Two regression tests:
- FromJson_NumericArray_PreservesLongTypeOnEachElement: confirms the
  fix at the JSON-parse layer with a hardcoded "{\"idxList\":[2,3]}".
- Swap_WithIdxListContainingTwo_ProducesHandWithFreshIdxAtPosition1:
  exercises the dispatch end-to-end with a Body holding a real boxed
  long; asserts position 1 of the response hand is the fresh deck idx 4.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:40:50 -04:00
gamer147
c0c2bb5772 feat(battle-node): MsgPayloadCodec encodes/decodes msgpack↔envelope chain 2026-05-31 21:58:06 -04:00
gamer147
4cc8b3c01c fix(battle-node): MsgEnvelope rejects reserved Body keys + complete ReceiveNodeResultCode
ToJson now throws ArgumentException when a Body key collides with a reserved
envelope field (uri/viewerId/uuid/bid/try/cat/pubSeq/playSeq); FromJson reuses
the same shared ReservedEnvelopeKeys HashSet. ReceiveNodeResultCode expanded
from 9 to 31 codes to mirror the full enums.md catalog. Two regression tests
added for the collision guard and PascalCase uri serialization.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 21:55:11 -04:00
gamer147
383044dd8f feat(battle-node): NetworkBattleUri / EmitCategory enums and MsgEnvelope record
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 21:50:17 -04:00