Commit Graph

78 Commits

Author SHA1 Message Date
gamer147
1007cf24d2 refactor(battlenode): type MatchContext.ClassId as CardClass enum (§C)
Behavior-preserving; full solution builds, 1013 tests green.

ClassId is the one genuinely-closed set of the three flagged stringly fields, so it
becomes a CardClass enum (1..8). Wire stays "1".."8": producer casts
(CardClass)run.ClassId, ServerBattleFrames renders via CardClassWire.ToWireValue().
RankBattleController's AI-start path drops a fragile int.TryParse(...)?:-1 for (int)cast.

CharaId (free-form leader/skin id, e.g. "5000123") and CountryCode (open-ended account
data) stay string with proper XML docs; CountryCodes.Korea/Japan name the captured values.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:04:49 -04:00
gamer147
9b8a7f1e37 refactor(battlenode): name sender-only vs both-sides handshake checks (§D)
Behavior-preserving; 231 BattleNode tests green.

FrameDispatchContext.BothAfterReady() -> BothSidesAfterReady() (7 call sites). The
4 inline `SenderPhase == AfterReady` checks in TurnEndHandler/TurnEndFinalHandler now
read a new SenderIsAfterReady property. Both carry cross-referencing docs so the
Bot-arm (sender-only) vs PvP-arm (both-sides) distinction is explicit at the type.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:49:27 -04:00
gamer147
578d0a75ef refactor(battlenode): rename mode-id field off BattleType, add BattleModes (§D)
Behavior-preserving; 271 BattleNode/Matching/Services tests green, full solution builds.

"BattleType" meant two things: the Sessions.BattleType enum (Pvp/Bot) and an int
"mode id" field. Renamed the int field on MatchContext AND the BattleStartBody wire
DTO to BattleModeId (wire key stays "battleType" via JsonPropertyName), so BattleType
now means only the enum project-wide.

New Bridge/BattleModes.cs (TakeTwo = 11) replaces every 11 literal — both prod
MatchContextBuilder sites and the test fixtures/assertions. The arbitrary-passthrough
42 and bot 0 stay literal.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:44:02 -04:00
gamer147
3e8901eec3 refactor(battlenode): split BattleSessionPhase into HandshakePhase + SessionLifecycle
Behavior-preserving; 231 BattleNode tests green.

One enum conflated two axes. Split:
- HandshakePhase (per participant): AwaitingInitNetwork..AfterReady. On
  IHasHandshakePhase.Phase, FrameDispatchContext.SenderPhase, the handler gates.
- SessionLifecycle (per battle): Active | Terminal. On the renamed
  BattleSessionState.Lifecycle (was SessionPhase, defaulting to a handshake value)
  and BattleSession.Lifecycle (was Phase). Reads are only != Terminal, so the
  Active default is behavior-identical.

OpponentTurn was dead (never assigned) -> dropped. BattleSessionPhase deleted; the
two axes can no longer be cross-assigned.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:21:59 -04:00
gamer147
7d4da69f22 refactor(battlenode): low-churn §B/§D/§E/§F quality cleanups
Behavior-preserving; 231 BattleNode tests green.

- §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try");
  SocketIoFrame.AckResponse arg -> pubSeqEcho.
- §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal
  moved to its config home); deck-idx 4L -> InitialHand.Length + 1.
- §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase
  JsonSerializerOptions in EngineIoHandshake and MsgEnvelope.
- §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins)
  and RetireKillHandler (From loses).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:06:44 -04:00
gamer147
e70f32db79 refactor(battlenode): close §A boolean-blindness items (MinedToken, Stock, KeyActionType)
Behavior-preserving; 231 BattleNode tests green.

- MinedToken record struct replaces the transpose-prone (int Idx, long CardId,
  CardOwner IsSelf) tuple returned by KnownListBuilder.Mine*. Positional deconstruct
  keeps the Record*From call sites unchanged.
- enum Stock { Normal, Bypass } replaces the negative `bool noStock` on
  IBattleParticipant.PushAsync and DispatchRoute, threaded through both participants,
  BattleSession, and all handler construction sites.
- enum KeyActionType mirrors the client's SendKeyActionDataManager.KeyActionType;
  the StripKeyActionForOpponent guard compares named values, KeyActionEntry.Type is
  the enum (wire-identical via JsonNumberEnumConverter).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 22:53:32 -04:00
gamer147
a3e445cf2f refactor(battle-node): replace int IsSelf with CardOwner enum on mined-token tuples
MineAddOps/MineChoicePicks/MineCopyTokens return types and all
extraction casts changed from int to CardOwner. The 4 routing
comparisons in BattleSessionState now read isSelf == CardOwner.Self
instead of isSelf == 1.

No wire or behavioral change — CardOwner was already in use on the
wire-facing side (OppoTargetEntry, UnapprovedCardEntry); this extends
it to the internal mining path so the bare-int transpose risk is gone.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-04 22:25:01 -04:00
gamer147
564b1d678f fix(battle-node): collision-safe battle-id registration + viewer eviction
RegisterPending → TryRegisterPending (TryAdd instead of indexer) so
battle-id collisions return false instead of silently evicting a live
battle. MatchingBridge retries with fresh IDs on collision (max 5).

Before registering, EvictStaleForViewer removes any stale pending
battle the viewer left behind, enforcing the one-pending-per-viewer
invariant that was previously comment-asserted.

Store tests switched to per-test local stores to fix a race under
the assembly-wide ParallelScope.All.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-04 22:13:20 -04:00
gamer147
99129c786c fix(battle-node): harden SIO parse + narrow Matched OppoId/Seed to int
#3: SocketIoFrame.Parse now range-checks the packet type char (was
unchecked cast — any char outside 0-6 produced an undefined enum
value) and uses int.TryParse for ack-id (was int.Parse — a >10-digit
ack-id threw OverflowException, tearing down the WS mid-game). Both
now throw ArgumentException consistently. The read loop in
RealParticipant wraps both EIO and SIO parse calls with try-catch so
a malformed frame is logged and skipped instead of killing the battle.

#4: MatchedSelfInfo/MatchedOppoInfo OppoId and Seed narrowed from
long to int. The client reads both with Convert.ToInt32 inside a
swallowing try/catch — any value > int.MaxValue silently dropped the
Matched event, preventing the battle from starting. Seed was already
int-range (BattleSeeds.Stable returns int); OppoId (viewer ID) is
~847M in captures, well under int.MaxValue. The narrowing cast now
happens explicitly in ServerBattleFrames.BuildMatched at the wire
boundary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-04 21:57:29 -04:00
gamer147
77c99cc230 fix(battle-node): serialize per-session dispatch to stop cross-thread state race
In PvP a BattleSession subscribes to both participants' FrameEmitted, and each
RealParticipant raises it from its own WebSocket read loop -- two threads. The
dispatch path (ComputeFrames + the relay PushAsync calls) mutates shared,
non-thread-safe state: the BattleSessionState dictionaries (deck maps, post-swap
hands, idx->cardId reveal map). Concurrent frames from both players could corrupt
those dictionaries (InvalidOperationException / torn playSeq / wrong card identity).

Add a per-session SemaphoreSlim _dispatchGate around the whole HandleFrameAsync so
both read loops funnel through one critical section. ComputeFrames stays lock-free
(the direct-call test seam is single-threaded).

Analysis during the fix showed each OutboundSequencer is single-writer-per-instance
in steady state (A's loop only writes B's Outbound and vice-versa), so the live race
is the shared BattleSessionState, which the gate fully serializes.

TDD: BattleSessionDispatchConcurrencyTests drives both participants to AfterReady,
then fires TurnStart from both at once; the target PushAsync records peak in-flight
dispatches. Red (MaxConcurrent=2) before the gate, green (1) after.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 21:00:41 -04:00
gamer147
24180d5b4b refactor(battle-node): de-magic wire flags and scattered constants
Quality pass from the 2026-06-04 BattleNode review (audit in the outer
repo). All changes are behavior-preserving — identical wire bytes,
verified by the full 1008-test suite staying green.

- Name scattered magic numbers: crypto key/IV lengths, outbound-sequencer
  base, WS receive buffer / EIO ping / SID length, polite-close timeout,
  upgrade-credential keys, battle-id digit math, deterministic-turn spin.
- resultCode = 1 -> (int)ReceiveNodeResultCode.Success across body records.
- Pong "3" -> EngineIoPacketType.Pong; remove dead NoOpBotParticipant.Touch
  (replace with #pragma warning disable CS0067).
- Wire-flag enums, serialized as numbers via JsonNumberEnumConverter:
  turnState -> TurnState{First,Second}, isSelf -> CardOwner{Opponent,Self},
  open -> ChoiceVisibility{Hidden,Open}.
- isOfficial / isInvoke -> bool / bool? via new NumericBoolJsonConverter
  (reads/writes 0/1; TDD'd). Scoped to the BattleNode wire boundary only;
  MatchContext and the HTTP/AI-start path stay int (AI-start uses -1 as a
  sentinel, so it is not boolean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:46:09 -04:00
gamer147
3f5d97cb2f feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed
InitBattle now emits Stable(master) as the shared effect seed and the master-
shuffled deck as selfDeck; Swap emits each recipient's per-side IdxChange seed.
BattleSession exposes + logs the master seed per battle for future replay.
Updated lifecycle/dispatch/integration tests (deck assertions now permutation-
based since selfDeck is shuffled).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:20:51 -04:00
gamer147
6f7fcfe28e feat(battle-node): per-battle master seed + node-side deck shuffle
GetOrSeedDeckMap now seeds from a Fisher-Yates shuffle of the deck keyed by the
per-battle MasterSeed, so the reveal map and the wire selfDeck share one
shuffled order. Updated the existing build-order test to the shuffle semantics.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:14:14 -04:00
gamer147
75f3d8ea5b revert(battle-node): remove real-spin logic (CountHiddenDraws + per-frame spin)
Two-sided capture (data_dumps/captures/battle_test/rng, 2026-06-04) showed the
receiver already reproduces uList-relayed deck fetches (Hoverboard) and turn
draws on its own shared stream, so the emitted spin=1 double-cranked and desynced
the clients by 1. Residual spin is ~0 for the current card pool. Reverts 63cb324
and 617714e; back to the prior correct spin:0 behavior.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 16:07:08 -04:00
gamer147
617714ebea feat(battle-node): emit real spin per-frame on forwarded PlayActions
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:13:47 -04:00
gamer147
63cb3248b4 feat(battle-node): CountHiddenDraws — hidden shared-RNG draw tally for real spin
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:13:47 -04:00
gamer147
a0aa58cfbe feat(battle-node): relay uList on PvP PlayActions
Forwards the sender's deck-sourced summons/fetches to the opponent
(closes the spin-independent slice of direct-to-field summons). uList
coexists with the synthesized knownList in the same frame.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:18:20 -04:00
gamer147
c0309061fa feat(battle-node): UnapprovedCardEntry + RelayUList pure transform
Verbatim uList relay shape + transform (deck-sourced summons/fetches),
mirroring RenameTargets. Not yet wired into the handler.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:17:10 -04:00
gamer147
b6edfbcf15 feat(battle-node): reveal copy tokens on play via baseIdx resolution
PlayActionsHandler + EchoHandler now call RecordCopyTokensFrom (ordered
after plain/choice mining) to resolve a copy add's baseIdx against the
side's live idx->cardId map and record copyIdx->cardId. A copy played in a
later (or same) frame synthesizes a knownList instead of degrading.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:11:34 -04:00
gamer147
f9c7e6124b feat(battle-node): resolve copy-token cardIds from baseIdx (pure)
KnownListBuilder.MineCopyTokens resolves a copy add's baseIdx against the
actor's own idx->cardId map (self/other by isSelf), yielding (idx,cardId,
isSelf). Skips concrete/choice adds, string (private-group) baseIdx, and
unknown sources (degrade). Third token-reveal slice.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:09:36 -04:00
gamer147
5c3835f4fd feat(battle-node): reveal choice/Discover tokens to opponent
Choice/Discover-into-hand fanfares add a candidates-only token to hand; the
chosen cardId rides keyAction.selectCard on the generating play, not the
orderList add op. Record idx->chosenCardId at generation (candidate-membership
join) so the later play reveals the real identity via the existing
BuildPlayedCard path; forward {type,cardId} to the opponent and strip
selectCard for hidden (open:0) picks (pass through for open:1, provisional).

- KnownListBuilder.MineChoicePicks + StripKeyActionForOpponent (pure)
- BattleSessionState.RecordChoicePicksFrom (reuses IdxToCardId, no new state)
- PlayActionsBroadcastBody.keyAction + KeyActionEntry/SelectCardEntry
- PlayActionsHandler wires both; EchoHandler unchanged (picks ride the send)

Tests (TDD red->green): 8 KnownListBuilder + 2 dispatch + 2 conformance
(shape-locked to tk2_regular L151 generation / L193 reveal). Full suite 976/0.

Spec: docs/superpowers/specs/2026-06-04-battle-node-choice-token-reveal-design.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 08:53:48 -04:00
gamer147
62251482e4 feat(battle-node): cross-side gift + Echo-frame token mining
Close the two generated-token gaps that desynced PvP live test #3 (the
Forestcraft Fairy), both sourced from the 2026-06-03 decomp-validation table.

- MineAddOps now returns (idx, cardId, isSelf) and no longer drops isSelf:0.
  isSelf is the sender's perspective tag on CardObj.IsPlayer (RegisterToken.cs:22)
  and a card has one CardObj.Index, so an isSelf:0 add is the opponent's card.
- New shared BattleSessionState.RecordTokensFrom routes isSelf:1 -> sender,
  isSelf:0 -> opponent (the gift lives in the recipient's map, consulted when
  they play it). PlayActionsHandler delegates to it.
- EchoHandler now mines via the same helper but still returns no routes. An
  Echo's orderList carries the same add-op shape as a send (MakeEchoData ->
  MakeCommonSendAndEchoCardData), so MineAddOps applies verbatim; mining != relaying.

Choice/copy/private-group adds stay skipped (no concrete cardId). Full solution
963/963 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 07:59:46 -04:00
gamer147
d8b5ef950d feat(battle-node): reveal generated tokens on play via remembered identity
PlayActionsHandler mines add ops into BattleSessionState.RecordToken each
frame; a token played in a later frame now synthesizes a knownList from the
remembered cardId instead of degrading. Bullet-3 audit F1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 23:36:44 -04:00
gamer147
b6af8bfb7d feat(battle-node): mine generated-token cardIds from orderList add ops
KnownListBuilder.MineAddOps extracts (idx,cardId) from isSelf:1 add ops,
skipping cross-side gifts and choice tokens. Bullet-3 audit F1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 23:30:47 -04:00
gamer147
ba18790156 refactor(battle-node): rename ScriptedLifecycle->ServerBattleFrames, ScriptedProfiles->BattleFrameDefaults
Pure rename. These hold the shared server-authored frame builders used by every
battle mode's handshake/mulligan dispatch — the 'Scripted' name was a historical
accident that hid the PvP/Bot crossover. No behavior change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:36:32 -04:00
gamer147
e9493e24c4 refactor(battle-node): drop BattleType.Scripted and the scripted-only builders
Removes the Scripted enum value, the bot's client-shaped emissions (BuildClient*),
the canned opponent turn (BuildOpponent*), and OpponentTurnStartSpin. The shared
server-frame builders (Matched/BattleStart/Deal/Swap/Ready + ComputeHandAfterSwap)
and OpponentJudgeSpin (Bot mode) stay.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:27:57 -04:00
gamer147
b0e3783757 refactor(battle-node): drop dead MatchingResolver options param; fix stray BOM
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:23:57 -04:00
gamer147
f21ab7a38c refactor(battle-node): remove ScriptedBotParticipant and dev-affordance wiring
Deletes the scripted opponent and every entry point that created a
BattleType.Scripted session (the ?scripted=1 query opt-in, the
SoloDefaultsToScripted toggle, the resolver short-circuit, the WS handler case,
the bridge validation arm). Real two-client PvP and the Bot matchmaking-timeout
fallback are untouched. ResolveAsync drops its scriptedOptIn parameter.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:15:48 -04:00
gamer147
963adbbd1b test(battle-node): delete scripted participant + scripted-only builder tests
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 19:55:00 -04:00
gamer147
3fe378d801 test(battle-node): drop scripted dispatch tests; retarget generic fixture to PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 19:49:49 -04:00
gamer147
e98bd10dbe 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>
2026-06-03 18:45:17 -04:00
gamer147
c360d639f2 refactor(battle-node): address final-review minor notes (comments + test backfill)
- PlayActionsHandler doc: drop the phantom 'with a debug log' (handlers are
  stateless singletons with no logger); say token plays degrade silently.
- KnownListBuilder.ExtractMoveTo doc: note first-match-wins semantics and the
  send-side==recv-side 'to' assumption pending recv-capture confirmation.
- KnownListBuilderTests: add multi-move first-match coverage and the
  in-deck-but-no-matching-move null branch for BuildPlayedCard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:26:07 -04:00
gamer147
f9c671c089 feat(battle-node): TurnEndActionsHandler emits empty body to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:11:41 -04:00
gamer147
58994a53c9 feat(battle-node): JudgeHandler emits {spin:0} to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:09:44 -04:00
gamer147
3c8a00c928 feat(battle-node): TurnEndHandler emits {turnState:0} to opponent only in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:07:44 -04:00
gamer147
6e85a6b2db feat(battle-node): TurnStartHandler emits {spin:0} to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:05:15 -04:00
gamer147
6b580c622d feat(battle-node): EchoHandler consumes Echo instead of relaying
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:03:19 -04:00
gamer147
506d286529 feat(battle-node): PlayActionsHandler synthesizes knownList (vanilla deck-card slice)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:59:54 -04:00
gamer147
030d3b8057 feat(battle-node): KnownListBuilder pure transforms (knownList synth, target rename)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:56:12 -04:00
gamer147
b295fd8f09 feat(battle-node): per-side idx->cardId map on BattleSessionState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:53:32 -04:00
gamer147
feb387d3d5 test(battle-node): real scripted bot drives handshake through the mulligan barrier
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 10:53:51 -04:00
gamer147
2d31037648 fix(battle-node): type-agnostic mulligan barrier withholds Ready until both swap
Ready was sent per-side immediately carrying the placeholder opponent hand, so
one client cleared mulligan before the other. The barrier now releases Ready to
every IHasHandshakePhase participant only once all have swapped, each carrying
the opponent's real post-mulligan hand. No Type check — NoOp (Bot/AINetwork)
isn't a phase impl, so that mode still releases immediately.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 10:52:33 -04:00
gamer147
8052ed60ec refactor(battle-node): scripted bot drives the handshake as a real participant
Implements IHasHandshakePhase and emits client-shaped InitNetwork/InitBattle/
Loaded/Swap (reacting to the session's pushes) instead of being a passive
TurnEnd-only fixture the session narrates around. This is what lets the
type-agnostic mulligan barrier (next task) work in Scripted mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 10:51:08 -04:00
gamer147
ae11fe0957 fix(battle-node): assign turnState per side instead of hardcoding 0
Both PvP clients received turnState:0 ('both go first'). BuildBattleStart
now takes turnState; the Loaded arm assigns 0 to A, 1 to B — no Type check,
correct in Scripted (real player = A = first) and PvP (first arriver first).

Updated three existing BuildBattleStart callers in the test suite to pass
turnState:0 (the param is now required).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 10:47:56 -04:00
gamer147
0a8a84b2cc refactor(battle-node): unify TurnEndFinal / Retire-Kill / gameplay-forwarder dispatch across types
Three dispatch arms had Type-based branching that was either wrong or
unnecessary. Unified per the audit doc's recommended order, grounded in
verified facts about each participant's PushAsync.

(1) TurnEndFinal — was branched: PvP broadcast TurnEnd+Judge (wrong on a
game-end signal); Scripted pushed BattleFinish(LifeWin). Unified:
  - forward the envelope to other (matches prod TK2 capture
    battle-traffic_tk2_regular.ndjson:273 — loser receives TurnEndFinal
    from server before BattleFinish)
  - push BattleFinish(LifeWin) to from (winner)
  - push BattleFinish(LifeLose) to other (loser)
  - Phase → Terminal

  Requires ScriptedBotParticipant.PushAsync to no longer fire its 3-frame
  burst on TurnEndFinal (previously it reacted to both TurnEnd and
  TurnEndFinal). The dispatch arm now owns TurnEndFinal's response; the
  bot reacting too would race with the BattleFinish push. Bot still
  fires on regular TurnEnd as before.

(2) Retire / Kill — was branched: PvP pushed Lose=0 (NotFinish) /
Win=1 (NoContest); Scripted pushed BuildBattleFinishNoContest() (Win=1).
Both shipped wrong RESULT_CODE values; the audit doc's outstanding item
documented this. Unified:
  - push BattleFinish(RetireLose=106) to from (the retirer)
  - push BattleFinish(RetireWin=105) to other (the survivor)
  - Phase → Terminal

  Added RetireWin=105 / RetireLose=106 to BattleResult enum with the
  same player-perspective convention.

(3) PvP gameplay forwarder (TurnStart / PlayActions / Echo /
TurnEndActions / JudgeResult) — had a redundant `Type == BattleType.Pvp`
guard. Verified that BothAfterReady() is naturally only true when both
participants are RealParticipant (ScriptedBot / NoOpBot don't implement
IHasHandshakePhase per RealParticipant.cs:20-23 / Participants/*.cs grep).
Dropped the redundant guard.

Bot type still has its dedicated InitBattle/Loaded/TurnEnd arms above
the unified ones, so Bot-specific behavior is unchanged.

Tests: 177 battle-node tests passing.
- Updated 9 tests to match the unified dispatch (paired BattleFinish
  pushes, correct RESULT_CODE values, forwarded TurnEndFinal envelope).
- ScriptedBotParticipantTests.PushAsync_TurnEndFinal_* rewritten to
  assert the bot does NOT fire on TurnEndFinal (was asserting it did).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 18:37:24 -04:00
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
c7e61c6f8d fix(battle-node): hand events are unencrypted JSON arrays, not encrypted dicts
The prior 'hand'-ack fix worked in test but failed in prod because both
the handler and the test used the wrong wire shape. Re-tracing the
client emit path:

  RealTimeNetworkAgent.cs:783-786 (msg path):
    return MessagePackSerializer.Serialize(
        CryptAES.encryptForNode(JsonMapper.ToJson(info)));  // ← encrypted

  RealTimeNetworkAgent.cs:815-817 (hand path):
    return MessagePackSerializer.Serialize(
        JsonMapper.ToJson(info));                           // ← NOT encrypted

And EmitFrontStockData:717-723 picks "hand" as the SIO event name only
when frontData["StockHandData"] exists; in that branch it passes the
StockHandData list (NOT the dict) to CreatePackEmitHandData. So the
wire body is:

  msgpack_string(JsonMapper.ToJson(List<object>))

i.e. a JSON array, unencrypted. EmitMsgUriPack:1456-1458 puts pubSeq at
index 3 of that array (after uri_int / viewerId / udid). The dict's
top-level pubSeq stays client-local for stockEmitMessageMgr.GetSelectData.

Handler now:
- Skips NodeCrypto.DecryptForNode (was throwing FormatException on the
  unencrypted bytes — caught and swallowed silently by the existing
  outer try/catch, so the bug presented as 'no warning, no ack')
- Parses RootElement.ValueKind:
  - Array → arr[3] is the pubSeq
  - Object → top-level "pubSeq" (defensive; not used by prod today)
- Falls back to ack arg=0 if neither extraction works (the client's
  GetSelectData lookup misses but its OnAck path still fires — same as a
  normal cache-miss — so the queue still drains)

Diagnostic [hand-rx] log added (gated by DiagnosticLogging) so we can
see the actual body content per-frame during verification.

Test was also wrong (encrypted dict shape); rewritten to use the real
wire shape (unencrypted JSON array). +1 net new test covering the
dict-shape defensive path.

176 battle-node tests passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:14:13 -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
5c4e427fab feat(battle-node): clear RealParticipant outbound archive on session terminate
Closes audit Md11. BattleSession.RunAsync now clears each
RealParticipant.Outbound archive immediately before the TerminateAsync
cascade, releasing the heavy dict the moment the battle ends instead of
waiting for the participant to be GC'd. Bots (NoOp / Scripted) don't
expose an OutboundSequencer, so the 'p is RealParticipant rp' conditional
cast is the natural filter.

Tests: 1 new BattleSessionTerminateCascadeTests — pre-load the archive,
drive RunAsync to completion via TestWebSocket.CompleteIncoming, assert
the archive is empty. Suite: 939 → 948.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:10:15 -04:00