Commit Graph

7 Commits

Author SHA1 Message Date
gamer147
5ee270eb16 refactor(battle-node): switch MsgEnvelope.Body to IMsgBody, migrate all sites 2026-06-01 10:40:09 -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
77fb93f3ea fix(battle-node): real mulligan card replacement + opponent TurnStart push
Two issues caught during v1 smoke at the mulligan / first-turn boundary:

1) BuildSwapResponse ignored the player's idxList and echoed the same
   3-card hand back. The client diffs the new self[] against the Deal
   to compute "drawn cards" — empty diff against the same hand throws
   "Card swap failed: AbandonCards[X]/DrawCards[]". Replace swapped
   idxs with fresh deck idxs (initial hand was 1/2/3, deck has 4..30
   still available). Same hand must flow into Ready since the client
   diffs again there. Move the hand computation into a new helper
   ComputeHandAfterSwap and have ComputeResponses thread it through
   both BuildSwapResponse and BuildReady.

2) The client doesn't transition to the "Opponent's turn…" display
   on its own after sending TurnEnd — it waits for the server to push
   an opponent TurnStart (per prod TK2 capture line 14). Without it
   the UI just sits on the end-of-turn frame. Add a TurnEnd handler
   that pushes a minimal TurnStart{spin} and transitions to a new
   OpponentTurn phase, which IS the documented v1 stopping point.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:30:44 -04:00
gamer147
e06d97ef6f fix(battle-node): respond to InitBattle/Loaded, not InitNetwork
Pushing Matched in response to InitNetwork lands it before
MatchingInitBattle() finishes wiring up the OnReceivedEvent handler
and setting status=Connect. The client's Matched-case in
ReactionReceiveUri only transitions to StartLoad when status is
Connect at the moment of receipt; otherwise the frame is silently
dropped at the state machine and the matchmaking UI never advances.

The real connect-handshake sequence (per MatchingNetworkConnectChecker
+ Matching.cs):
  1. WS opens.
  2. Client emits InitNetwork (cat=general).
  3. Server replies InitNetwork ack → _initNetworkSuccess = true.
  4. MatchingInitBattle: status=Connect; emit InitBattle; subscribe
     OnReceivedEvent matching handler.
  5. Server replies Matched → status=StartLoad, StartBattleLoad.
  6. Asset load done → client emits Loaded.
  7. Server replies BattleStart + Deal → status=Prepared, GotoBattle.

Add AwaitingInitBattle phase, gate Matched on InitBattle receipt, and
gate BattleStart+Deal on Loaded receipt. Update dispatch and
integration tests to walk the new sequence; InitBattle's wire cat is
Matching(2), not Battle(1).

Caught during v1 smoke walkthrough — battle-traffic.ndjson showed the
client receiving Matched/BattleStart at sub-millisecond gaps after
InitNetwork ack, but never advancing past matchmaking.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 02:08:04 -04:00
gamer147
680630050b fix(battle-node): BattleSession crash safety, fresh-key per push, phase guards
- Wrap HandleMsgEventAsync / HandleAliveEventAsync bodies in try/catch(Exception)
  logging at Error, eliminating async-void unobserved-exception crash risk (Issue 1).
- Replace deterministic seq-based key generator with RandomNumberGenerator.GetInt32
  so each EncodeAndSendAsync call uses a fresh random key (Issue 2).
- Add `when Phase == …` guards to InitNetwork / Loaded / Swap cases in
  ComputeResponses; add default arm that logs+drops out-of-order URIs (Issue 3).
- Widen SendSioAckAsync arg from int to long; drop (int) cast at call site;
  boundary cast to int is now checked() for defensive overflow detection (Issue 4).
- Update RunAsync doc comment (was stale Task-13 placeholder) (Issue 5).
- Add Kill and out-of-order-Swap-before-Loaded tests (Issue 6).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 22:28:13 -04:00
gamer147
f6aee5b0f8 feat(battle-node): BattleSession routes lifecycle URIs through ScriptedLifecycle
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 22:21:55 -04:00
gamer147
3ade8ff4f5 feat(battle-node): in-memory IBattleSessionStore + PendingBattle 2026-05-31 22:00:40 -04:00