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>
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>
Follow-up cleanup to the two-client PvP conformance drive. The class-level
ViewerId const is no longer referenced (both remaining `ViewerId:` sites are
the MsgEnvelope named ctor arg, passing `vid`/literal 1), and the Coverage
doc-comment still described "a single Scripted session" — refresh it to the
two-client PvP reality. No behavior change; tests 2/2 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The golden-match oracle harvested all ten server-authored frames from a single
Scripted client. Re-point it at a two-client PvP session (same shared builders
for handshake/mulligan, real turn-cycle frames for TurnStart/TurnEnd/Judge) so
the oracle survives removal of the scripted bot. Category-based shape check is
unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The end-to-end PvP gameplay test asserted the pre-translator relay contract
(A's TurnEnd broadcasts TurnEnd+Judge to both sides). Tasks 7/8 replaced that
with the per-URI translator: the active player ends its turn by sending TurnEnd
then Judge, the opponent receives the translated {turnState:0}/{spin:0} frames,
and the sender receives nothing. Rewrote the gameplay section to drive and
assert the new contract. PlayActions remains delivered to the opponent (Uri
preserved, body now synthesized by PlayActionsHandler).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The three PvP BattleNodeFlowTests drove each client's handshake to Ready
independently; the new barrier withholds Ready until both sides swap, so the
single-client helper timed out. Split DriveHandshakeAsync into DriveThroughSwapAsync
(stops at SwapResponse) + DrivePvpHandshakeAsync (drives both, then drains the
barrier-released Ready for each). Scripted/Bot single-client paths are unaffected
(non-IHasHandshakePhase opponent releases Ready immediately).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add CaptureConformanceTests: drive one Scripted lifecycle, harvest all ten
server-authored synchronize frames (InitNetwork/Matched/BattleStart/Deal/Swap/
Ready/TurnStart/TurnEnd/Judge/BattleFinish), re-serialize via MsgEnvelope.ToJson,
and diff each against representative prod TK2 capture frames embedded as a
fixture. Comparison is capture-subset-of-ours on body shape (recursive keys +
value category), so missing/miscased/mistyped fields fail but extra envelope
fields we emit don't; pure sequencing keys are excluded.
Because PvP reuses the same ScriptedLifecycle builders for the handshake/mulligan
frames, this transitively locks the PvP handshake shape -- a regression oracle
that outlives the June-2026 server shutdown.
Also replace the stale v1-only README with a pointer to the canonical
docs/battle-node.md hub (outer repo).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Code-review follow-up to the dispatch unification (0a8a84b).
1. The RunAsync drop cascade synthesized BattleFinish(Win=1), which the client
renders as RESULT_CODE.NoContest ("battle ended in no contest") instead of a
win. Add DisconnectWin=201 (already in the client enum, routes to WIN UI) and
ship it for involuntary opponent drops. Update PvpMidGameDisconnect_FullCascade.
2. Remove BuildBattleFinishNoContest() — dead since the Retire/Kill arm moved to
RetireWin/RetireLose.
3. Correct the BattleResult docstring: Lose/Win/Consistency are no longer emitted
by any dispatch arm; they survive only as serialization-test constants.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The PvP waiting-room timeout path in BattleNodeWebSocketHandler used to
return immediately after RemovePending, leaving the parked first arriver
to learn about the disconnect via TCP teardown after Kestrel finished
draining the request. BestHTTP / socket.io-client log that as an abrupt
drop rather than a controlled disconnect.
New TryPoliteCloseAsync helper emits an EIO "1" (Close) text frame, then
runs the WebSocket close handshake with NormalClosure. Wrapped in
try/catch + Debug log — teardown races between the server-side close and
client disconnect are routine and not actionable. Uses a fresh 5s CTS so
ctx.RequestAborted being canceled doesn't skip the close.
Wired into both bail-out paths post-AcceptWebSocketAsync that previously
just returned:
- PvP waiting-room timeout / Park-Park race (the main case, per PLAN.md
L104 (c))
- Unknown BattleType default case (same shape, log message already said
"closing WS" but didn't actually close — opportunistic fix)
PvpWaitingRoomTimeout integration test tightened: now asserts the polite
"1" text frame arrives before the close handshake, not just that the WS
eventually closes by any means.
172 battle-node tests passing (was 172 before the assertion tightening;
the existing timeout test stayed in.)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Live-smoke bug 2026-06-02: queued Bloodcraft (deck #5), wire showed
classId=2 (Swordcraft) for self_info on the /ai_unlimited_rank_battle/start
response — client rendered the wrong leader.
Two layers of the same bug:
1. MatchContextBuilder.BuildForRankBattleAsync hardcoded deckNo=1 instead
of taking it from the do_matching request — verified against
data_dumps/captures/traffic.ndjson L17 where deck_no=5 was on the wire.
Signature changes to (viewerId, format, deckNo); DoMatchingInternal
passes req.DeckNo.
2. AiStartInternal rebuilt MatchContext from scratch — but the /ai_*/start
request body is BaseRequest only, no deck_no on the wire. The fix uses
the MatchContext the bridge already stored at do_matching resolution time
(in the Bot PendingBattle), so deck/cosmetic data is consistent end-to-end.
New IBattleSessionStore.TryFindPendingForViewer(viewerId) finds the
viewer's pending battle for lookup. The store entry persists across
ai_start (idempotent reads are fine — the WS handler removes on connect).
No-pending sentinel: ai_id=-1 surfaces the "no AI assigned" error in the
client.
Tests: 936 → 939 passing.
- MatchContextBuilderTests.BuildForRankBattle_uses_the_caller_supplied_deck_number
seeds deck #1 (class 1) and deck #5 (class 6) and asserts the deckNo
argument picks the right one.
- RankBattleControllerTests.AiStart_self_info_class_matches_queued_deck_number
is the end-to-end regression: register Bot battle with deck #5, hit
/ai_unlimited_rank_battle/start, assert self_info.classId == 6.
- RankBattleControllerTests.AiStart_without_pending_battle_returns_neg1_sentinel
locks the defensive ai_id=-1 path.
- Existing AiStart_* tests bypass do_matching, so adapted to call a new
RegisterBotBattleAsync helper that mirrors what InProcessPairUp does on
AI-fallback resolution.
SeedDeckAsync gains an optional classId so test cases can differentiate
decks by class (was always picking Classes.First()).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Previous commit 51e9dd2 changed Bot's InitBattle to push Matched and
Loaded to push BattleStart+Deal, on the theory that the architecture
spec's "no Matched in Bot mode" claim was wrong. That theory was based
on misreading Matching.cs:400 (the Matched handler) as a required
state-machine trigger.
End-to-end trace of the AI client flow shows:
1. _initNetworkSuccess (set when the client receives uri=InitNetwork,
i.e., our ack) is the actual trigger — MatchingNetworkConnectChecker
phase 3 sees it and calls MatchingInitBattle.
2. MatchingInitBattle (Matching.cs:298) for IsAINetwork IMMEDIATELY
calls StartBattleLoad + GotoBattle right after emitting InitBattle.
It does NOT wait for any wire envelope.
3. The Matched handler at Matching.cs:400 is gated on
status == Connect and is already past Prepared by the time the
wire round-trip completes — sending Matched is harmless but
unnecessary.
4. The BattleStart handler at Matching.cs:417 runs UNCONDITIONALLY and
SetNetworkInfo at RealTimeNetworkAgent.cs:1562 overwrites
OppoBattleStartInfo with the wire envelope's oppoInfo. Our oppoInfo
comes from NoOpBotParticipant.Context placeholders (classId/emblemId
etc. = 0), corrupting the good values the client set from the HTTP
AIBattleStart response.
The "Waiting for opponent" hang was caused by SBattleLoad.LoadOpponentAssets
trying to fetch emblemId=0, degreeId=0, etc. after BattleStart corrupted
OppoBattleStartInfo. The asset group load silently hangs on missing
assets, no error logged.
Restored the spec's original Bot arms: InitBattle ack-only, Loaded silent,
TurnEnd Judge-to-sender. ai-passive.md updated with the corrected reasoning
and a discovery-history note.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Single-client end-to-end Bot lifecycle: InitNetwork → ack, InitBattle →
ack (no Matched), Loaded → silent, Swap → SwapResponse + Ready,
two TurnEnd cycles each producing a single Judge frame back to sender,
Retire → BattleFinish. Pending battle evicted at session start.
Closes Phase 3 — battle-node v2's three-phase migration (Scripted → PvP →
Bot) is now complete. Test budget: 884 → 931 (+47 across Phase 3).
Next: matching-queue API rewrite + real rank progression, as separate
specs.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Four end-to-end tests against two parallel RawSocketIoTestClients:
handshake to AfterReady on both sides with per-perspective Matched;
TurnEnd broadcast to both sides + Judge; A's PlayActions forwarded to
B; Retire flipped to Lose-for-sender, Win-for-other; A's abrupt WS
close cascades to BattleFinish(Win) for B with PendingBattle eviction;
waiting-room timeout closes the first arriver's WS (fallback long-wait
path — the 60s default is left in place; TestServer-side WS close is
observed via ReceiveAsync returning Close or throwing).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
End-to-end through the real WS pump: after Ready, the test sends two
consecutive TurnEnd msgs and asserts the server pushes
TurnStart+TurnEnd for each. Exercises OutboundSequencer's playSeq
assignment across multiple cycles.
Seeds a viewer + completed TK2 run, drives the WS handshake to Matched, and
asserts every cardId in selfDeck matches the run's SelectedCardIdsJson. Read
from RawBody (codec's wire-form deserialization) — not from MatchedBody —
since the test client gets the JSON-roundtripped envelope.
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>
Pushing Matched in response to InitNetwork lands it before
MatchingInitBattle() finishes wiring up the OnReceivedEvent handler
and setting status=Connect. The client's Matched-case in
ReactionReceiveUri only transitions to StartLoad when status is
Connect at the moment of receipt; otherwise the frame is silently
dropped at the state machine and the matchmaking UI never advances.
The real connect-handshake sequence (per MatchingNetworkConnectChecker
+ Matching.cs):
1. WS opens.
2. Client emits InitNetwork (cat=general).
3. Server replies InitNetwork ack → _initNetworkSuccess = true.
4. MatchingInitBattle: status=Connect; emit InitBattle; subscribe
OnReceivedEvent matching handler.
5. Server replies Matched → status=StartLoad, StartBattleLoad.
6. Asset load done → client emits Loaded.
7. Server replies BattleStart + Deal → status=Prepared, GotoBattle.
Add AwaitingInitBattle phase, gate Matched on InitBattle receipt, and
gate BattleStart+Deal on Loaded receipt. Update dispatch and
integration tests to walk the new sequence; InitBattle's wire cat is
Matching(2), not Battle(1).
Caught during v1 smoke walkthrough — battle-traffic.ndjson showed the
client receiving Matched/BattleStart at sub-millisecond gaps after
InitNetwork ack, but never advancing past matchmaking.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Engine.IO v3 frames over WebSocket prepend the packet-type byte (0x04
for Message) to BINARY frames, the binary analog of the leading digit
on text frames. The real client honors this and our session was
treating the entire binary frame as the Socket.IO attachment payload —
the msgpack decoder saw 0x04 as a positive fixint and failed
deserialization on every inbound msg event.
Symmetric fix: strip 0x04 from inbound binary frames in
BattleSession.RunAsync, prepend 0x04 to outbound binary frames in
EncodeAndSendAsync. RawSocketIoTestClient gets the same on both
directions so the integration test still exercises the same wire
shape as a real client.
Caught during v1 smoke walkthrough, after the WS upgrade started
succeeding (101 Switching Protocols).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Boots SVSimTestFactory (in-memory SQLite + reference-data CSV import),
mints a battle via IMatchingBridge, opens a raw Socket.IO v2 client
against the in-process TestServer, drives InitNetwork → Loaded → Swap,
and asserts the right scripted frames come back in order.
Verifies the full transport stack end-to-end: EIO3+SIO2 framing,
encryptForNode codec, MsgPayloadCodec roundtrip, InboundTracker
pubSeq dedup + ack echo, OutboundSequencer playSeq assignment, and
ScriptedLifecycle's Path-A frame builders.
Note: RawSocketIoTestClient.DisposeAsync skips the graceful CloseAsync
handshake — TestServer's in-process WebSocket implementation can hang
on it. Abrupt Dispose is fine: the server's ReceiveAsync throws
WebSocketException, BattleSession.RunAsync returns, and the handler
completes.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>