Commit Graph

12 Commits

Author SHA1 Message Date
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
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
8052ed60ec refactor(battle-node): scripted bot drives the handshake as a real participant
Implements IHasHandshakePhase and emits client-shaped InitNetwork/InitBattle/
Loaded/Swap (reacting to the session's pushes) instead of being a passive
TurnEnd-only fixture the session narrates around. This is what lets the
type-agnostic mulligan barrier (next task) work in Scripted mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 10:51:08 -04:00
gamer147
0a8a84b2cc refactor(battle-node): unify TurnEndFinal / Retire-Kill / gameplay-forwarder dispatch across types
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>
2026-06-02 18:37:24 -04:00
gamer147
c7e61c6f8d fix(battle-node): hand events are unencrypted JSON arrays, not encrypted dicts
The prior 'hand'-ack fix worked in test but failed in prod because both
the handler and the test used the wrong wire shape. Re-tracing the
client emit path:

  RealTimeNetworkAgent.cs:783-786 (msg path):
    return MessagePackSerializer.Serialize(
        CryptAES.encryptForNode(JsonMapper.ToJson(info)));  // ← encrypted

  RealTimeNetworkAgent.cs:815-817 (hand path):
    return MessagePackSerializer.Serialize(
        JsonMapper.ToJson(info));                           // ← NOT encrypted

And EmitFrontStockData:717-723 picks "hand" as the SIO event name only
when frontData["StockHandData"] exists; in that branch it passes the
StockHandData list (NOT the dict) to CreatePackEmitHandData. So the
wire body is:

  msgpack_string(JsonMapper.ToJson(List<object>))

i.e. a JSON array, unencrypted. EmitMsgUriPack:1456-1458 puts pubSeq at
index 3 of that array (after uri_int / viewerId / udid). The dict's
top-level pubSeq stays client-local for stockEmitMessageMgr.GetSelectData.

Handler now:
- Skips NodeCrypto.DecryptForNode (was throwing FormatException on the
  unencrypted bytes — caught and swallowed silently by the existing
  outer try/catch, so the bug presented as 'no warning, no ack')
- Parses RootElement.ValueKind:
  - Array → arr[3] is the pubSeq
  - Object → top-level "pubSeq" (defensive; not used by prod today)
- Falls back to ack arg=0 if neither extraction works (the client's
  GetSelectData lookup misses but its OnAck path still fires — same as a
  normal cache-miss — so the queue still drains)

Diagnostic [hand-rx] log added (gated by DiagnosticLogging) so we can
see the actual body content per-frame during verification.

Test was also wrong (encrypted dict shape); rewritten to use the real
wire shape (unencrypted JSON array). +1 net new test covering the
dict-shape defensive path.

176 battle-node tests passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:14:13 -04:00
gamer147
9fc1d055d8 fix(battle-node): ack 'hand' SIO events to unblock client emit queue
Scripted-bot softlock root cause: client-stocked SELECT_SKILL_URI /
SLIDE_OBJECT_URI hand emits (e.g. target selection on unit play / leader
attack) arrive as SIO BinaryEvent("hand", ...) with an ack-id. Our
DispatchSocketIo only had cases for "msg" and "alive" — "hand" fell to
the default Debug-drop with no SIO ack going back. Client's
stockEmitMessageMgr (RealTimeNetworkAgent.cs:1463) blocks subsequent
emits until the previous one is acked, so all follow-up PlayActions /
TurnEndActions / TurnEnd frames were stocked but never transmitted. The
loader hooks at EmitMsg (intent) not the socket layer, which is why
battle-traffic.ndjson shows the frames as sent while the server never
received them. ~10s later the client gives up and aborts the WS.

Wire-shape proof from data_dumps/captures/logs/websocket_output.txt:
  line 619: [sio-in] uri=TurnStart pubSeq=17 ackId=16 ... (T3 start)
  line 689: [ws-rx-text] preview=451-26["hand", {...}] ← unhandled
  line 691: [ws-rx-bin]  binLen=58 pendingFrame=hand
  (no further [sio-in] entries — server received nothing else)
  line 709: [ws-recv-exit] reason=OperationCanceled wsState=Aborted

New HandleHandEventAsync (RealParticipant.cs):
- Fire-and-forget hand frames (no ack-id; TOUCH_URI / SELECT_OBJECT_URI /
  TURN_END_READY_URI) are silently swallowed — no queue-blocking risk
- Stocked hand frames decode the binary attachment via the same
  msgpack-string + NodeCrypto.Decrypt pipeline as HandleMsgEventAsync,
  parse the JSON, extract top-level "pubSeq", and SendSioAckAsync with
  that pubSeq as the ack arg (matches what stockEmitMessageMgr.GetSelectData
  expects to look up)
- Body shape is {"StockHandData":[uri_int, viewerId, udid, ...params,
  pubSeq], "try":0, "pubSeq":N} — NOT a MsgEnvelope (no top-level "uri"),
  so we can't reuse HandleMsgEventAsync as-is
- Missing-pubSeq fallback acks with arg=0 (rare path, logged at Warning)
  so we never softlock from a malformed body

WireConstants gets the HandEvent = "hand" constant for the dispatch case.

In scripted/Bot mode the ack-only handler is correct (no opponent to
forward touches to). PvP-side forwarding semantics are unverified — see
docs/audits/battle-node-sio-events-2026-06-02.md (outer repo) for the
full event inventory and remaining gaps.

Tests:
- RealParticipantHandEventTests covers the three paths: stocked-with-ack,
  fire-and-forget (no ack expected), missing-pubSeq fallback (arg=0). Each
  drives a real hand frame through RunAsync via TestWebSocket and asserts
  the SIO ack frame shape (43<ackId>[<arg>]) in outbound sends.
- 175 battle-node tests passing (was 172; +3 new). Full suite green.

Diagnostic logs ([sio-in] / [sio-out] / [ws-rx-text] / [ws-rx-bin] /
[ws-recv-exit] / [ws-loop-exit]) are left in place for one verification
cycle. After a live re-run confirms the fix, they should be stripped per
the audit doc's recommended-order step 2.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 16:41:40 -04:00
gamer147
ca5a1e926d feat(battle-node): RealParticipant session-finished signal + Pvp cascade
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.
2026-06-01 21:58:47 -04:00
gamer147
ac78473a3e feat(battle-node): add RealParticipant.Phase for per-side handshake state
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.
2026-06-01 21:25:11 -04:00
gamer147
2d7cee38d3 refactor(battle-node): drop old BattleSession; rename V2 -> BattleSession
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.
2026-06-01 20:10:14 -04:00
gamer147
acd0997cfb feat(battle-node): add RealParticipant wrapping WS + sequencers
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.
2026-06-01 19:57:45 -04:00
gamer147
fcdcc5d590 feat(battle-node): add ScriptedBotParticipant wrapping v1.2 burst
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.
2026-06-01 19:56:01 -04:00
gamer147
553a79c795 feat(battle-node): add NoOpBotParticipant
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.
2026-06-01 19:55:00 -04:00