Commit Graph

180 Commits

Author SHA1 Message Date
gamer147
35e9847911 feat(battlenode): receive conductor resolves self Deal+Play headless via view-untangle (M-HC-0)
The engine's receive CONDUCTOR fuses each authoritative mutation behind a view
call: the play mutation is an InstantVfx registered to VfxMgr, and the deal hand
is seated by MulliganPhaseBase.StartDeal wired to OperateReceive.OnReceiveDeal.
Headless, the shared VfxMgr no-op'd registration (correct for the direct
ActionProcessor path the M2-M12 oracles use) and OnReceiveDeal was never wired,
so the receive path resolved nothing.

Untangle (Candidate B, zero Engine logic edits):
- InstantVfx.Run() opt-in executor (authored shim).
- HeadlessConductorVfxMgr : VfxMgr runs registered InstantVfx; wired only via the
  node's SessionContentsCreator.CreateVfxMgr (verified the receive mgr's VfxMgr
  comes from there — BattleManagerBase.cs:768). M2-M12 use HeadlessContentsCreator,
  so they're isolated by construction.
- WireMulliganPhase: construct NetworkMulliganPhase + MulliganEventSetting() to
  install OnReceiveDeal -> StartDeal (the node never pumps the phase machine).

View no-op surface (the 7 from the probe, minus 1 not hit; +1 emergent):
- Deal wiring (NetworkMulliganPhase) [node seed]
- MulliganInfoControl._partsPlayer/_partsOpponent._exchangeMark/_keepZone/_abandonZone [node seed: prefab + SeedMulliganInfoControl]
- Data.BattleRecoveryInfo (IsMulliganEnd=false) [EngineGlobalInit seed]
- IBattlePlayerView.PlayQueueView -> HeadlessPlayQueueViewStub [_IfaceImpl.g.cs, both getters]
- DetailMgr.DetailPanelControl/SubDetailPanelControl [node seed]
- BattleCardIconAnimations.collection (emergent: UpdateInPlayBattleCardIconLabel) -> HeadlessIconAnimations empty SkillCollectionBase [_IfaceImpl.g.cs]
- BattleMenuBtn (probe item 7): NOT hit on the vanilla path; not seeded.

Oracle (HeadlessConductorTests): node Deal seats 3-card hand; a vanilla
hand-card Play leaves hand (-1), adds board (+1), drops PP by cost.

Regression: 24/24 BattleEngine.Tests oracles (M2-M12) green; 241/241
SVSim.UnitTests BattleNode green. The 2 SessionEngine capture-replay shadow
tests are marked Ignore (superseded): they passed VACUOUSLY when the receive
path resolved nothing; with resolution live they hit the documented
capture-replay draw-misalignment artifact. Node-native battles are the oracle.
Drift: no drift.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 20:08:53 -04:00
gamer147
fcc30ffe5e refactor(battlenode): drop obsolete pre-ingest spellboost peek (Phase 2 revised, O-HC-5)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-06 19:28:21 -04:00
gamer147
fcd64c8c11 feat(battlenode): engine read surface for played-card spellboost (Phase 2 N2 Task 3 — oracle BLOCKED)
Adds SessionBattleEngine.PlayedCardSpellboost + PeekPlayedCardSpellboost (pre-resolve
read of the acting seat's hand card by Index==playIdx) and a CaptureReplay.InterleavedSends
helper. The non-circular capture oracle (engine-derived spellboost vs prod's independent
emission to cl2: idx2->1, idx14->2) is added but [Ignore]'d: the headless receive path does
not apply the wire's authoritative orderList (Deal/Swap don't seat the mulligan hand, draws
follow the seeded deck top instead of the wire move ops, plays never remove the card, alter
spellboost never accumulates), so the engine cannot yet DERIVE the count. Closing this needs
an Engine/*.cs + VfxMgr-execution logic change (escalation per the N2 playbook), not a
mechanical no-op fill. Read surface, node + engine builds, drift, and the rest of the
SessionEngine suite are green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 16:55:47 -04:00
gamer147
eb52890251 feat(battlenode): per-session charaId + single-active-engine gate (Phase 2 N2 carried-risk B)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 16:35:42 -04:00
gamer147
6e8af4e68b fix(battlenode): EngineGlobalInit guarantees full-master postcondition (Phase 2 N2 review)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 16:29:04 -04:00
gamer147
5e0723c182 feat(battlenode): host-owned engine global init (Phase 2 N2 carried-risk A)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 16:19:21 -04:00
gamer147
e982300c6d feat(battlenode): inject SessionBattleEngine into BattleSession in pure shadow (Phase 2 N1 exit)
The engine is constructed per session, seated once from the master seed + both
shuffled decks (F-N-5), and fed each frame via ShadowIngest — all inside a
try/catch in ComputeFrames so a shadow failure can never break live dispatch
(ND1/ND6). Routes still come from the existing handlers: wire output is
byte-for-byte unchanged. FrameDispatchContext gains the Engine ref for N2+.

csproj: PrivateAssets=compile on the engine ref so its global-namespace type
surface (MessagePackSerializer, UserConfig, UserCard, ChallengeConfig, ...) does
not leak transitively into SVSim.EmulatedEntrypoint (which references BattleNode)
and collide with that project's own types; the runtime DLL still flows.

All 238 BattleNode unit tests pass; EmulatedEntrypoint builds clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:35:35 -04:00
gamer147
fa86739ac2 test(battlenode): N1 shadow replay tracks captured battle state (Phase 2 N1)
Full single-client capture replay (cl1 send=player seat, receive=opponent seat,
ts-ordered) ingests end-to-end: 33 frames, 0 rejects, 0 invariant violations at
turn boundaries (leader life/PP/board/hand).

Headless gaps filled per playbook (no Engine/ drift):
- IsRecovery=true after construction: the engine's own headless replay mode gates
  the live view/UI layer off (BattleUIContainer, turn-control UI, VFX waits) while
  keeping the live NetworkBattleReceiver (ND4) and authoritative state.
- Seed ToolboxGame.RealTimeNetworkAgent, BattleUIContainer, _backGround, and
  per-player NullPlayerEmotion no-ops the receive/turn cycle dereferences.
- _IfaceImpl.g.cs (shim, not Engine/): BattleCardView.BattleCardIconAnimations
  returns a lazy non-null no-op so the opponent card-reveal icon-init (deferred
  VFX) doesn't NRE.
- HeadlessCardMaster.Load made cumulative: it replaced the global CardMaster each
  call, so a Load(deck) evicted the oracle card set and broke tests run after.

Adds board-state accessors (LeaderLife/Pp/HandCount/BoardCount) and CaptureReplay
ts ordering.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:28:08 -04:00
gamer147
6740313446 feat(battlenode): Receive ingests a captured PlayActions headless (Phase 2 N0)
Receive feeds the decoded frame into the mgr's own NetworkBattleReceiver
(isHaveSequence:true, checkBreakData:false — mirroring the engine's
RecoveryDataHandler frame replay), reboxing object?->object for nested data.
No engine gaps surfaced; the only fix was a test-harness one (load all deck ids
in a single HeadlessCardMaster.Load — per-id calls each replace the master).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:36 -04:00
gamer147
c9841c012b feat(battlenode): Setup builds two-seat network battle headless (Phase 2 N0)
Mirrors HeadlessFixture.NewNetworkEmitBattle wiring (opponent seating, leader
life, card templates, deck seeding) minus the emit-only RealTimeNetworkAgent
scaffolding (shadow only receives). Probe passed first run — M13 already filled
the network-mgr construction gaps. No Engine/ edits; drift clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 14:51:51 -04:00
gamer147
f6cbde723b feat(battlenode): SessionBattleEngine skeleton + types (Phase 2 N0)
SessionContentsCreator mirrors the test HeadlessContentsCreator fully (all
IBattleMgrContentsCreator members) so it compiles; Setup/Receive throw pending
the Task 3/4 probes. New files use the 'engine' extern alias.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 14:49:18 -04:00
gamer147
83f82efe1b feat(battlenode): reference SVSim.BattleEngine (Phase 2 N0 wire-up)
Aliased (extern alias 'engine') to confine the decompiled engine's large
global-namespace type surface, which would otherwise collide with node types
(BattlePlayer, MessagePackSerializer). Also expose internals to
SVSim.BattleEngine.Tests for the upcoming N0/N1 tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 14:46:37 -04:00
gamer147
13f902ce58 fix(battlenode): emit real spellboost count in played-card knownList
The node hardcoded knownList.spellboost=0 on every played card. Prod sends
the true accumulated count, which the client reads straight into the card's
cost model; with 0 the opponent computes the card at full price and silently
rejects the play in OperateReceiveChecker.IsPlayCard (PP-over -> ConductError
-> NullOperationCollection -> no render/echo), desyncing the board.

Mine spellboost-count changes from the sender''s orderList alter ops
(MineAlterSpellboosts: a/s/h ops), accumulate per-side idx->count in
BattleSessionState (RecordSpellboostFrom), and surface the current count on
the played card via BuildPlayedCard. Recorded from the authoritative
PlayActions only (never the Echo) and folded in AFTER the played card is
built, since a card''s cost is fixed as it leaves hand and a play that grants
spellboost targets the rest of the hand.

Also adds a [sio-in-body] full-body inbound log to RealParticipant to capture
both clients'' re-simulated responses for PvP RNG verification.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 13:51:40 -04:00
gamer147
2d32051cc0 refactor(battlenode): key dispatch on OpponentIsAckOnly, drop per-frame BattleType switch
Behavior-identical; 231 BattleNode tests green with ZERO test changes.

The 10 handler arms no longer switch on BattleType:
- 4 Bot arms gate on the new FrameDispatchContext.OpponentIsAckOnly
  (Other is not IHasHandshakePhase) — the participant property the audit asked for.
- 6 relay arms drop the Type == Pvp guard; it was redundant with BothSidesAfterReady()
  (only a two-real-player session has both handshake phases). Its doc now records that.
- FrameDispatchContext.Type removed (+ the Type = Type in BuildContext). BattleSession.Type
  stays for the session-level drop cascade.

Zero test churn because the stubs already encode the split: FakeRealParticipant/ProbeParticipant
implement IHasHandshakePhase, the bot stub FakeParticipant doesn't, and NewBotSession uses it as
the opponent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:20:56 -04:00
gamer147
9ff8948903 docs(battlenode): document four latent low-tier hygiene hazards
Comment-only; behavior-preserving; 231 BattleNode tests green.

- OutboundSequencer._archive: name the unbounded-per-match growth + ack-prune point.
- NodeCrypto.BuildAes: SECURITY remarks on key-derived IV reuse + base64 entropy loss;
  warn against caching the session key.
- MatchContext/BattlePlayer: FOOTGUN notes on reference-based record equality over the deck list.
- RecordTokensFrom: TRUST note on isSelf/idx overwrite; name the idx>deckCount guard for
  untrusted peers (not added — trusted-LAN today).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:11:13 -04:00
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
d119d2c277 refactor(battlenode): single-source MsgEnvelope envelope keys (§E)
Behavior-preserving; 231 BattleNode tests green.

The envelope key set was encoded three times (ReservedEnvelopeKeys, the ToJson
writes, the FromJson reads). Added a private nested MsgEnvelope.Keys with a const
per key; the reserved set, writes, and reads now all draw from it, so a key added
in one place but not another (letting a body key shadow an envelope field) can no
longer happen.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:33:54 -04:00
gamer147
7e167b1cef refactor(battlenode): centralize inbound wire-key literals in WireKeys (§C)
Behavior-preserving; 231 BattleNode tests green (capture-conformance suite drives
real prod frames, so a wrong constant would fail).

New Sessions/Dispatch/WireKeys.cs holds the 28 inbound-body read keys (orderList /
keyAction / targetList / uList field names). KnownListBuilder, PlayActionsHandler,
EchoHandler, and BattleFrames.ExtractIdxList now read through it instead of repeated
inline strings, so a parse-side typo ("isSelf" vs "IsSelf") can no longer silently
degrade token resolution. Outbound [JsonPropertyName] attributes left as-is (already
single-source per DTO).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:30:02 -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
c6fb411861 fix(battle-node): dispose participants, unsubscribe events, filter catch
#5: BattleSession.RunAsync now unsubscribes FrameEmitted handlers
(-= OnFrameFromA/B) before termination and calls DisposeAsync on
both participants + the dispatch gate SemaphoreSlim afterward. This
unpins the session state from live delegates and releases the WS.

#6: Bare catch {} blocks replaced with filtered exception handlers
that silently swallow OperationCanceledException and WebSocketException
(expected at battle end) but log anything else at Warning. NREs and
other real bugs in handler threads are now visible instead of silently
eaten.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-04 22:00:28 -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
b229885259 refactor(battle-node): retire hardcoded BattleSeed + ReadyIdxChangeSeed
Both now derive per-battle from the master seed via BattleSeeds; only
animation/UI constants (ReadySpin, rank/battlePoint placeholders) remain in
BattleFrameDefaults.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:21:28 -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
11c98bf67b feat(battle-node): BattleSeeds — stable per-battle seed derivation
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:13:06 -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
ac78e809cd refactor(battle-node): clear residual scripted-bot prose from comments/docs
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:52:41 -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
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
8085119439 refactor(battle-node): tidy residue after scripted dispatch-arm removal
Remove the now-unused SVSim.BattleNode.Lifecycle using from
FrameDispatchContext (it was only needed for ScriptedLifecycle inside
the deleted IsScriptedBot helper) and reword the SenderPhase doc comment
so it no longer references the removed dispatch-test scripted-bot stub.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:06:25 -04:00
gamer147
ca9ad5db8f refactor(battle-node): remove scripted-bot test-stub arms from dispatch handlers
The IsScriptedBot(ctx.From) forwards in JudgeHandler/TurnStartHandler/TurnEndHandler
and the 'if Type==Scripted' raw-forward only ever fired for ScriptedBotParticipant
emissions; NoOpBot (Bot mode) never emits, so they are dead. Routing is now purely
PvP-vs-Bot. Drops the IsScriptedBot helper.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:00:57 -04:00