Commit Graph

6 Commits

Author SHA1 Message Date
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
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
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
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
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
3e2931b085 refactor(battle-node): extract LoadedHandler
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-03 14:10:33 -04:00