Commit Graph

525 Commits

Author SHA1 Message Date
gamer147
9ff8948903 docs(battlenode): document four latent low-tier hygiene hazards
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>
2026-06-05 08:11:13 -04:00
gamer147
1007cf24d2 refactor(battlenode): type MatchContext.ClassId as CardClass enum (§C)
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>
2026-06-05 08:04:49 -04:00
gamer147
9b8a7f1e37 refactor(battlenode): name sender-only vs both-sides handshake checks (§D)
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>
2026-06-05 07:49:27 -04:00
gamer147
578d0a75ef refactor(battlenode): rename mode-id field off BattleType, add BattleModes (§D)
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>
2026-06-05 07:44:02 -04:00
gamer147
d119d2c277 refactor(battlenode): single-source MsgEnvelope envelope keys (§E)
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>
2026-06-05 07:33:54 -04:00
gamer147
7e167b1cef refactor(battlenode): centralize inbound wire-key literals in WireKeys (§C)
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>
2026-06-05 07:30:02 -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
7d4da69f22 refactor(battlenode): low-churn §B/§D/§E/§F quality cleanups
Behavior-preserving; 231 BattleNode tests green.

- §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try");
  SocketIoFrame.AckResponse arg -> pubSeqEcho.
- §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal
  moved to its config home); deck-idx 4L -> InitialHand.Length + 1.
- §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase
  JsonSerializerOptions in EngineIoHandshake and MsgEnvelope.
- §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins)
  and RetireKillHandler (From loses).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:06:44 -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
a3e445cf2f refactor(battle-node): replace int IsSelf with CardOwner enum on mined-token tuples
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>
2026-06-04 22:25:01 -04:00
gamer147
564b1d678f fix(battle-node): collision-safe battle-id registration + viewer eviction
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>
2026-06-04 22:13:20 -04:00
gamer147
c6fb411861 fix(battle-node): dispose participants, unsubscribe events, filter catch
#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>
2026-06-04 22:00:28 -04:00
gamer147
99129c786c fix(battle-node): harden SIO parse + narrow Matched OppoId/Seed to int
#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>
2026-06-04 21:57:29 -04:00
gamer147
e9af7af1b8 fix(ranked-ai): randomize bot selection and seed for AI fallback matches
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>
2026-06-04 21:49:43 -04:00
gamer147
77c99cc230 fix(battle-node): serialize per-session dispatch to stop cross-thread state race
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>
2026-06-04 21:00:41 -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
ed88683fa0 merge: per-battle master seed + node-side deck shuffle
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:25:13 -04:00
gamer147
b229885259 refactor(battle-node): retire hardcoded BattleSeed + ReadyIdxChangeSeed
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>
2026-06-04 18:21:28 -04:00
gamer147
3f5d97cb2f feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed
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>
2026-06-04 18:20:51 -04:00
gamer147
6f7fcfe28e feat(battle-node): per-battle master seed + node-side deck shuffle
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>
2026-06-04 18:14:14 -04:00
gamer147
11c98bf67b feat(battle-node): BattleSeeds — stable per-battle seed derivation
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:13:06 -04:00
gamer147
75f3d8ea5b revert(battle-node): remove real-spin logic (CountHiddenDraws + per-frame spin)
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>
2026-06-04 16:07:08 -04:00
gamer147
617714ebea feat(battle-node): emit real spin per-frame on forwarded PlayActions
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:13:47 -04:00
gamer147
63cb3248b4 feat(battle-node): CountHiddenDraws — hidden shared-RNG draw tally for real spin
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:13:47 -04:00
gamer147
56652c7034 fix(battle-node): expand rank-battle deck by DeckCard.Count
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>
2026-06-04 15:09:14 -04:00
gamer147
7bd2c0f2d7 test(battle-node): lock relayed uList shape vs prod recv capture (line 75)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:20:03 -04:00
gamer147
a0aa58cfbe feat(battle-node): relay uList on PvP PlayActions
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>
2026-06-04 11:18:20 -04:00
gamer147
c0309061fa feat(battle-node): UnapprovedCardEntry + RelayUList pure transform
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>
2026-06-04 11:17:10 -04:00
gamer147
61080adace test(battle-node): lock copy-op parse vs prod capture line 196
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:12:20 -04:00
gamer147
b6edfbcf15 feat(battle-node): reveal copy tokens on play via baseIdx resolution
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>
2026-06-04 10:11:34 -04:00
gamer147
f9c7e6124b feat(battle-node): resolve copy-token cardIds from baseIdx (pure)
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>
2026-06-04 10:09:36 -04:00
gamer147
5c3835f4fd feat(battle-node): reveal choice/Discover tokens to opponent
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>
2026-06-04 08:53:48 -04:00
gamer147
62251482e4 feat(battle-node): cross-side gift + Echo-frame token mining
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>
2026-06-04 07:59:46 -04:00
gamer147
155ccf0a48 test(battle-node): lock token-reveal knownList shape vs prod capture line 96
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 23:41:59 -04:00
gamer147
d8b5ef950d feat(battle-node): reveal generated tokens on play via remembered identity
PlayActionsHandler mines add ops into BattleSessionState.RecordToken each
frame; a token played in a later frame now synthesizes a knownList from the
remembered cardId instead of degrading. Bullet-3 audit F1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 23:36:44 -04:00
gamer147
b6af8bfb7d feat(battle-node): mine generated-token cardIds from orderList add ops
KnownListBuilder.MineAddOps extracts (idx,cardId) from isSelf:1 add ops,
skipping cross-side gifts and choice tokens. Bullet-3 audit F1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 23:30:47 -04:00
gamer147
4b38a9d3e0 test(battle-node): rename ScriptedBotCtx test helper to FakeOpponentCtx
Pure private-helper rename in the two lifecycle test fixtures for lexical
hygiene — matches the kept ServerBattleFrames.FakeOpponentViewerId. The
fixture is a fake opponent MatchContext, never a "scripted bot". No behavior
change; both fixtures green (20/20).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:57:58 -04:00
gamer147
ac78e809cd refactor(battle-node): clear residual scripted-bot prose from comments/docs
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:52:41 -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
e9493e24c4 refactor(battle-node): drop BattleType.Scripted and the scripted-only builders
Removes the Scripted enum value, the bot's client-shaped emissions (BuildClient*),
the canned opponent turn (BuildOpponent*), and OpponentTurnStartSpin. The shared
server-frame builders (Matched/BattleStart/Deal/Swap/Ready + ComputeHandAfterSwap)
and OpponentJudgeSpin (Bot mode) stay.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:27:57 -04:00
gamer147
b0e3783757 refactor(battle-node): drop dead MatchingResolver options param; fix stray BOM
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:23:57 -04:00
gamer147
f21ab7a38c refactor(battle-node): remove ScriptedBotParticipant and dev-affordance wiring
Deletes the scripted opponent and every entry point that created a
BattleType.Scripted session (the ?scripted=1 query opt-in, the
SoloDefaultsToScripted toggle, the resolver short-circuit, the WS handler case,
the bridge validation arm). Real two-client PvP and the Bot matchmaking-timeout
fallback are untouched. ResolveAsync drops its scriptedOptIn parameter.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:15:48 -04:00
gamer147
8085119439 refactor(battle-node): tidy residue after scripted dispatch-arm removal
Remove the now-unused SVSim.BattleNode.Lifecycle using from
FrameDispatchContext (it was only needed for ScriptedLifecycle inside
the deleted IsScriptedBot helper) and reword the SenderPhase doc comment
so it no longer references the removed dispatch-test scripted-bot stub.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:06:25 -04:00
gamer147
ca9ad5db8f refactor(battle-node): remove scripted-bot test-stub arms from dispatch handlers
The IsScriptedBot(ctx.From) forwards in JudgeHandler/TurnStartHandler/TurnEndHandler
and the 'if Type==Scripted' raw-forward only ever fired for ScriptedBotParticipant
emissions; NoOpBot (Bot mode) never emits, so they are dead. Routing is now purely
PvP-vs-Bot. Drops the IsScriptedBot helper.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:00:57 -04:00
gamer147
963adbbd1b test(battle-node): delete scripted participant + scripted-only builder tests
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 19:55:00 -04:00
gamer147
3fe378d801 test(battle-node): drop scripted dispatch tests; retarget generic fixture to PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 19:49:49 -04:00
gamer147
3ccd986e65 test(battle-node): drop scripted smoke test; retarget deck-plumbing test to PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 19:42:20 -04:00
gamer147
3feb535072 test(battle-node): drop dead ViewerId const + refresh stale coverage doc
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>
2026-06-03 19:37:29 -04:00
gamer147
a916afe924 test(battle-node): drive the conformance oracle via two-client PvP
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>
2026-06-03 19:33:58 -04:00
gamer147
3b6b8d3c94 Merge: BattleNode deterministic-turn translator (vanilla PvP slice)
Per-URI PvP frame translator + live-validated TurnEnd<->Judge handover.
Full vanilla two-client match plays end-to-end (card plays, combat, evolves,
fanfares) synced through BattleFinish. 990/990 tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:57:55 -04:00