The temporary [sio-in] / [sio-out] / [ws-rx-text] / [ws-rx-bin] /
[ws-recv-exit] / [ws-loop-exit] logs added during the hand-ack
investigation are useful enough to keep around (PvP testing, future WS
debugging) but too chatty to leave on by default. Promote them from
"strip before merge" to a permanent opt-in.
New BattleNodeOptions.DiagnosticLogging (bool, default false). Wired
through BattleNodeWebSocketHandler to RealParticipant via a new optional
ctor parameter (default false — existing test sites pick up the silent
default with no changes). Every Information/Warning log added during the
investigation is now if-gated; non-diagnostic logs (the decode-failure
warnings, the dispatch-drop debug) stay as-is.
Toggle via appsettings*.json:
"BattleNode": { "DiagnosticLogging": true }
Or live via the singleton:
factory.Services.GetRequiredService<BattleNodeOptions>().DiagnosticLogging = true
175 battle-node tests still passing — existing tests use the constructor
default and emit nothing, so no test changes were required.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds BattleNodeOptions.SoloDefaultsToScripted (default false). When true,
the TK2 do_matching controller treats every solo poll as if ?scripted=1
were passed and returns a Scripted 3004 match immediately — useful for
the live client (which can't append query params) to drive the scripted
bot without needing a second player.
Toggle via "BattleNode:SoloDefaultsToScripted" in appsettings*.json
(Program.cs now binds the BattleNode section over the AddBattleNode
defaults). Turn off to test real PvP with two clients.
Trade-off documented on the option: while on, two simultaneous pollers
each get their own Scripted match instead of pairing, so PvP is
effectively disabled until the flag is flipped.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Per-BattleId slot keyed dict. Pair returns the first arriver to the
second; ParkAsync awaits a TCS and returns the second arriver. Timeout
defaults to BattleNodeOptions.WaitingRoomTimeout (60s); evict on timeout
keeps the dict clean. Singleton in DI; consumed by the handler in the
next task.
Phase 1 foundation types for the v2 broker architecture. Nothing uses
them yet; they land alongside the existing v1.2 code so subsequent
tasks can extract the participant interface and impls.
IMatchingBridge.RegisterPendingBattle now takes a MatchContext; PendingBattle
carries it; BattleSession stores it. ArenaTwoPickBattleController builds ctx
from IMatchContextBuilder. ScriptedLifecycle still uses ScriptedProfiles for
the player half — Tasks 5/6 migrate the lifecycle.
Existing tests updated: MatchingBridgeTests, BattleNodeFlowTests,
InMemoryBattleSessionStoreTests, BattleSessionDispatchTests, BattleSession
PumpTests, ArenaTwoPickBattleControllerTests (which now seeds a TK2 run +
adds a no-active-run 400 case).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Public contract between HTTP-side do_matching controllers (assemble) and
SVSim.BattleNode (consume). First piece of the real-drafted-deck wiring;
nothing references it yet.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add a per-project README in SVSim.BattleNode/ that covers:
- Architecture (the six concern folders)
- The connect-handshake sequence verified end-to-end at smoke
- A wire-format-gotchas table for the spec divergences caught during
v1 (headers vs query for credentials, schemeless node URL with
/socket.io/ path, required card_master_id, required resultCode=1,
Matched in response to InitBattle not InitNetwork, EIO3 0x04 prefix
on binary frames, FromJson conditional-expression number-boxing)
- What the v1 scripted opponent does and what is hardcoded
- A "where to extend" table for v2 work
- The full test layout and cross-references to specs/plans
Fill in XML docs on the public surface that previously had none:
- BattleNodeExtensions.AddBattleNode / UseBattleNode (DI + middleware
wiring, including the pipeline-order note that auth runs before
UseWebSockets)
- BattleNodeWebSocketHandler class + HandleAsync (the validation chain)
- BattleSession.ComputeResponses (the lifecycle state machine, with
the NoStock flag's meaning)
- ScriptedLifecycle class (v1 scope, resultCode injection rule,
pointer to the "where to extend" section)
- MatchingBridge class (mint-id + register flow)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Prod do_matching captures (data_dumps/captures/traffic_prod_tk2_*) send
the node URL as host:port/socket.io/ with no scheme prefix —
e.g. "node06.shadowverse.jp:13560/socket.io/". BestHTTP's SocketManager
expects this exact shape; the leading ws:// we were sending plus the
missing /socket.io/ path was preventing the client from completing the
post-do_matching connect (eventually times out with "connection timed
out").
Update BattleNodeOptions default, Program.cs override, and both
controller and bridge tests to use "localhost:5148/socket.io/".
Discovered during v1 smoke walkthrough.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Cast GetHashCode() result to long before Math.Abs to prevent OverflowException
on the ~1-in-4B case where GetHashCode returns int.MinValue. Adds a regression
test pinning the 12-digit decimal format end-to-end.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>