Phase 3 shipped a Bot dispatch table that ack'd InitBattle without
pushing Matched and stayed silent on Loaded, per the architecture spec's
inference that "the client uses AIBattleStart HTTP data instead of
Matched in Bot mode." That inference was wrong.
The client's matching state machine (Matching.ReactionReceiveUri,
Matching.cs:400) gates StartBattleLoad() on the Matched envelope, and
BattleStart at Matching.cs:417 triggers GotoBattle. Without those
envelopes the client never transitions out of MatchingStatus.Connect —
which renders as the "Waiting for opponent" hang on the loading screen.
AIBattleStart HTTP only provides opponent cosmetics, not state-machine
triggers.
Fix: drop the Bot-specific InitBattle ack-only and Loaded silent arms;
let Bot fall through to the existing handshake arms that push Matched
and BattleStart + Deal. Only TurnEnd stays Bot-specific (Judge to
sender, not broadcast — there's no real other side to broadcast to).
Tests updated to match the corrected contract. ai-passive.md doc
amended with a correction note.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replaces the Phase-2 log-and-return stub with a real session
construction. P2 is always null for Bot (bridge contract), so no
WaitingRoom flow needed — single real WS, Phase-1 WhenAll-everything
RunAsync semantics work because NoOp.RunAsync completes immediately.
Integration test follows in the next task.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Three new arms gated on Type == BattleType.Bot, placed before the
existing PvP / Scripted arms:
- InitBattle → ack to sender (no Matched push — client uses AIBattleStart HTTP data)
- Loaded → silent (no BattleStart, no Deal — client short-circuits to GotoBattle)
- TurnEnd / TurnEndFinal → Judge to sender only (not broadcast)
Other URIs in Bot mode fall through existing arms: Swap is Type-agnostic
(per-sender SwapResponse + Ready), Retire/Kill hits the existing
Scripted no-contest BattleFinish(Win), gameplay forwarders are gated on
Pvp so Bot's PlayActions/Echo/etc. fall through default (drop). 8 new
dispatch tests cover the wire contract.
Reference: docs/api-spec/in-battle/ai-passive.md.
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>
Pvp arrivers Pair-or-Park: second arriver constructs the session;
first arriver awaits self.AwaitSessionFinishedAsync (never calls
self.RunAsync directly because the session does). Park-race retries
Pair once. Bot type still stubbed for Phase 3. Scripted path unchanged.
Viewer-id validation extended to accept either P1 or P2 (PvP sessions
have both).
RealParticipant gains _sessionFinished TCS + MarkSessionFinished /
AwaitSessionFinishedAsync. PvP first-arriver's handler awaits the
signal instead of calling self.RunAsync (which the session does
internally on the same instance — double-call would race the WS read).
BattleSession.RunAsync branches on Type: Pvp uses WhenAny + synthesize
BattleFinish(Win) to survivor + WhenAll(drain); Scripted/Bot keep
Phase 1's WhenAll-everything semantics. Disconnect cascade now drives
end-of-battle when a WS drops without a graceful Retire.
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.
Pvp TurnEnd/TurnEndFinal broadcasts TurnEnd+Judge to BOTH so each
client's JudgeOperation advances. Pvp Retire/Kill pushes BattleFinish
with flipped result (sender=Lose, other=Win). Scripted Retire keeps
Phase 1 behaviour (sender-only Win via BuildBattleFinishNoContest).
TurnStart / PlayActions / Echo / TurnEndActions / JudgeResult from a
real participant in Pvp mode forward to the other participant once
BothAfterReady. Scripted's bot-burst case arms (gated on
FakeOpponentViewerId) precede the PvP forwarder so they're unaffected.
The bot-emission TurnStart/TurnEnd/Judge guard was tightened from
`ReferenceEquals(from, A or B)` (always true) to call
IsRealForwardableFromScripted directly in the `when` clause. The prior
shape used `goto default` to drop non-bot senders, which would have
short-circuited the new PvP forwarder for TurnStart in PvP mode.
ComputeFrames now reads (from as IHasHandshakePhase)?.Phase for the
four handshake arms (InitNetwork, InitBattle, Loaded, Swap) and the
TurnEnd gate, transitioning the participant's Phase instead of the
session's. RealParticipant implements IHasHandshakePhase via the new
Phase property; the session-level BattleSession.Phase stays for the
Terminal short-circuit.
Scripted dispatch + wire shape unchanged (single-Real-participant case
collapses to Phase 1 semantics). Test fixture migrates FakeParticipant
to FakeRealParticipant for the side that drives handshake states. The
bot's TurnEnd previously rode the session-level AfterReady arm; with
that arm now gated on the sender's per-participant Phase (which the
bot lacks), TurnEnd joins TurnStart/Judge in the scripted-bot
forwarder arm so the v1.2 burst still reaches the real participant.
Internal setter; defaults to AwaitingInitNetwork. PvP needs A and B to
progress through the handshake states independently, which the
session-level BattleSession.Phase can't model. Session migration to read
realFrom.Phase is the next task.
Task 1's refactor made BattleSession read other.Context for the
Matched / BattleStart opponent half, but the class doc still claimed
the Context was ignored. Update it to match the new wiring.
Both helpers now take the opponent's MatchContext + an explicit seed
instead of pulling ScriptedProfiles.OpponentMatchedProfile / OpponentBattleStartProfile
internally. ScriptedBotParticipant.Context fixture absorbs the cosmetic
fields previously hardcoded in ScriptedProfiles so Scripted's wire bytes
stay identical - verified by integration tests still green.
Phase 2 prep: PvP arms will call the same helpers with the real opponent
participant's Context.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Old single-WS BattleSession + its dispatch/pump/ClipAckArg tests are
obsolete after the Task 9 handler cutover. ClipAckArg overflow + boundary
coverage moved into RealParticipantTests. BattleSessionV2 renamed back
to BattleSession; the V2 suffix was a placeholder during the parallel
-build refactor.
Production WS path now constructs RealParticipant + ScriptedBotParticipant
and hands them to BattleSessionV2 instead of the old single-WS
BattleSession. Wire behaviour preserved end-to-end (BattleNodeFlowTests
still pass).
Also fixes a RunAsync bug uncovered by the cutover: WhenAny would
terminate the session as soon as the scripted bot's no-op RunAsync
resolved, killing the live WS read loop before any traffic arrived.
Phase 1 semantics are simpler — wait for ALL participants. Phase 2's
Pvp disconnect propagation will revisit this.
Lifts the WS read loop, SIO encode/decode, per-WS OutboundSequencer +
InboundTracker, and SIO ack out of BattleSession into a participant.
PushAsync(noStock=false) assigns playSeq via the sequencer; noStock=true
bypasses it. FrameEmitted fires on each deduplicated inbound envelope.
The existing BattleSession keeps its own copy of the WS code for now;
Task 9 cuts the handler over to use BattleSessionV2 + RealParticipant
and Task 10 deletes the old BattleSession + duplicate code.
PushAsync(TurnEnd|TurnEndFinal) fires FrameEmitted three times:
OpponentTurnStart + OpponentTurnEnd + OpponentJudge. Behaviour-identical
to the v1.2 case arm in BattleSession.ComputeResponses; just repackaged
as a participant. Other URIs are swallowed. Used by Phase 1 to preserve
v1.2 behaviour under the new abstraction; replaces the case-arm logic
in BattleSession in Task 7.
Silent participant for the Phase 3 Bot type. PushAsync swallows;
FrameEmitted never fires; RunAsync completes immediately. ViewerId is
the existing FakeOpponentViewerId const for consistency with scripted
lifecycle builders. Three tests lock the no-op contract.
Central abstraction for v2 broker. PushAsync (session -> participant),
FrameEmitted (participant -> session), RunAsync (drives inbound),
TerminateAsync (cleanup). Three impls land in Tasks 3-5.
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.
Third frame in the burst, per prod TurnEnd -> Judge pairing observed in
battle-traffic_tk2_regular.ndjson (positions 10->11, 17->18, etc.).
The client's TurnEndOperation sends its own Judge and gates the next turn
on a server-pushed Judge via JudgeOperation -> ControlTurnStartPlayer.
Closes the v1.1 'Opponent's turn... forever' hang caught during smoke.
Adds the third frame of the burst. Wire shape from prod (spin + resultCode).
OpponentJudgeSpin const next to OpponentTurnStartSpin for consistency.
Single test locks uri, ViewerId, Cat, and body shape.
Final-review follow-ups:
- BuildOpponentTurnStart's doc comment claimed the v1 client sits
indefinitely — true before the loop closure, false after. Updated
to describe the pair with BuildOpponentTurnEnd.
- TypedBodyWireShapeTests had no coverage for BuildOpponentTurnEnd;
added the literal-JSON test so a future JsonPropertyName rename
on TurnEndBody is caught.
The TurnEnd/TurnEndFinal case in ComputeResponses now returns two envelopes
back-to-back — opponent TurnStart followed by opponent TurnEnd. Phase enters
OpponentTurn transiently then resets to AfterReady within the same call so
the next player TurnEnd can fire the cycle again. Closes the v1 'stays at
Opponent's turn… forever' stall.
Audit Md4 cleanup: the prior long[] allowed in-place modification by any
caller with the field reference. ImmutableArray<long> enforces the constant
contract at the type level. ComputeHandAfterSwap uses ToArray() to produce
its mutable working copy.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Player-side fictions (dummy deck, classId=1) removed; the section now
documents which fields are real (deck, leader, cosmetics) vs still hardcoded
(rank, battlePoint, cardMaster, fieldId, seed) with a pointer to the spec's
§Deferred plumbing for each. "Where to extend" table loses the two done
items and gains a row for wiring future modes via IMatchContextBuilder.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
ClassId/CharaId/CardMasterName/BattleType flow from ctx. PlayerBattleStart
Profile removed; Rank/BattlePoint remain as standalone consts pending real
per-viewer rank tracker. One test updated, one new test added.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
selfInfo cosmetics + 30-card selfDeck now read from MatchContext. Opponent
half stays in ScriptedProfiles. DummyCardId / BuildDummyDeck / PlayerMatched
Profile removed. Two new tests lock the deck-idx pairing and cosmetic
flow-through; TypedBodyWireShapeTests + lifecycle tests thread a fixture ctx.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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>