Generate the COMPLETE decomp member surface (not frontier-subset, which silently drops
already-provided members) for UIManager(+ViewScene/ChangeViewSceneParam), GameObjMgr,
BattleLogManager/Item, InPlayCardFrameEffectControl. UIManager/Footer base fixes:
UIManager is MonoBehaviour (singleton kept by hand via --exclude); Footer is the copied
Engine type (removed the conflicting global shim). Add HUDMode enum, Wizard manager
return-type stubs, and a closure-stubs file for 7 referenced empties.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Stub-generate BattleLogManager(45)/BattleLogItem(17)/InPlayCardFrameEffectControl(4)
member surfaces from decomp signatures; declare BattleLogWindow+nested enum; make
BattleLogItem a MonoBehaviour so inherited gameObject/transform resolve.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clears the last type+header frontier (RoomInviteFriendColum override). Per F3 this
unmasks the remaining View/UI/god-object member bodies (~8k) -- the next grind is
pure member-surface growth, closure (~3242 files) now essentially complete.
Clears the last CS0246/CS0234 type frontier; per F3 this unmasks the AI-subsystem
member bodies (~9k member-level errors) -- next grind is extension copies + god-object
member growth.
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
Grows Vector2/3, Mathf, Color, Quaternion, GameObject, Transform, Camera, Material,
ParticleSystem, Rect, Bounds, Time to the surface the engine references; adds Input/
Random/Resources statics + full KeyCode enum. Copies the verbatim extension files that
collapse thousands of CS1061s at once (ContentKeywordExt, JsonData/LitJson extensions,
EventExtension.Call, GameObjectExtension(s)). 26.5k -> 15.9k errors; residual now
dominated by god-object member surface (GameMgr/UIManager/EffectMgr/Vfx*).
Resolves the 268-error header frontier: settings Item base, ErrorDialog.Data,
RoomConnectController nested types, Unity asset/light/collider types, CriWare/
CodeStage/Spine SDK surface, and copies INetworkLogger + SingletonMonoBehaviour
verbatim. Per F3 this unmasks the type bodies (~26.5k member-level errors now
visible) -- the real M1 bulk, attacked in following waves.
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
#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>
#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>
Bot roster pick was hashing (UserName, ClassId) — same player always
faced the same bot class. Now hashes battleId so different matches get
different opponents while retries of the same pending battle stay
consistent.
AI start response hardcoded Seed=0 for both sides, so the client's
deck shuffle/mulligan/draw RNG was deterministic every match. The
BattleNode's per-battle MasterSeed (Random.Shared) was never sent to
bot-mode clients because InitBattleHandler skips the Matched frame.
Now populates Seed with Random.Shared.Next() on the HTTP response.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
BuildForRankBattleAsync projected deck.Cards.Select(c => c.Card.Id),
discarding Count. DeckCard is count-based (one row per unique card +
a Count), so a 3-copy card shipped to the node as a single in-battle
card -- matched decks showed 1 of each card instead of the real count.
Expand each row by its Count so SelfDeckCardIds carries one entry per
physical card. TwoPick path is unaffected (flat per-pick list).
Add a regression test seeding 3+2+1 copies (failed Expected 6/was 3).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
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>
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>
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>