Source the played card's opponent-facing knownList[].cardId off the shadow engine
(SessionBattleEngine.PlayedCardId -> BattleCardBase.CardId), engine-first with the
wire-mined idx->cardId map as the fallback. PROVEN engine-resolved (each backed by a
HeadlessConductorTests PlayedCardId_* test): deck cards and receive-path substituted/
revealed tokens (engine seats the wire id at the wire idx).
PARTIAL retirement: the wire-mining bookkeeping (MineAddOps/MineChoicePicks/MineCopyTokens
+ Record*From) is KEPT as the load-bearing fallback. The choice/Discover, copy/clone and
cross-side (isSelf:0) token cases are NOT proven to resolve at a wire idx headless — the
autonomous token_draw path seats a chosen token at engine Index 0 (would collide with the
leader), and copy/cross-side aren't cheaply fixturable. Deleting their mining on faith
would silently corrupt opponent reveals, so it stays behind a TODO(M-HC-4f) gate.
- SessionBattleEngine.PlayedCardId: new accessor mirroring PlayedCardClan/Tribe.
- BuildPlayedCard: signature deckMap->explicit cardId; null on cardId==0 (no engine id AND
no mined/deck-map fallback).
- PlayActionsHandler: cardId = engine.PlayedCardId(seat, idx, fallback: mapped) ; mining retained.
- Tests: PlayedCardId_* (deck/substituted/degrade pass; choice-gap [Explicit] documents the
Index-0 finding). KnownListBuilder + CaptureConformance call-sites updated to new signature.
Full BattleNode suite 263/263 green; HeadlessConductorTests 27/27; drift clean; no Engine edits.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Prod always emits clan (int ClanType) + tribe (comma-joined int TribeType
string, "0" for none) on every knownList entry (battle-traffic_tk2_regular
.ndjson). Source both off the resolved engine (SessionBattleEngine.PlayedCardClan/
PlayedCardTribe -> BattleCardBase.Clan/Tribe), so skill-applied clan/tribe
changes ride the wire rather than the static card-master value. Thread through
KnownListBuilder.BuildPlayedCard + PlayActionsHandler; add clan/tribe to the
KnownCardEntry DTO (always present, non-null). Node-side only; no engine edits,
drift clean.
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>
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>
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>
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>