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>