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; 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>
#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>
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>
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>
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>
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>
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>
Adds BuildReady(selfHand, oppoHand) for the mulligan barrier; the single-arg
overload keeps the InitialHand placeholder for non-interactive opponents.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both PvP clients received turnState:0 ('both go first'). BuildBattleStart
now takes turnState; the Loaded arm assigns 0 to A, 1 to B — no Type check,
correct in Scripted (real player = A = first) and PvP (first arriver first).
Updated three existing BuildBattleStart callers in the test suite to pass
turnState:0 (the param is now required).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both helpers now take the opponent's MatchContext + an explicit seed
instead of pulling ScriptedProfiles.OpponentMatchedProfile / OpponentBattleStartProfile
internally. ScriptedBotParticipant.Context fixture absorbs the cosmetic
fields previously hardcoded in ScriptedProfiles so Scripted's wire bytes
stay identical - verified by integration tests still green.
Phase 2 prep: PvP arms will call the same helpers with the real opponent
participant's Context.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the third frame of the burst. Wire shape from prod (spin + resultCode).
OpponentJudgeSpin const next to OpponentTurnStartSpin for consistency.
Single test locks uri, ViewerId, Cat, and body shape.
Final-review follow-ups:
- BuildOpponentTurnStart's doc comment claimed the v1 client sits
indefinitely — true before the loop closure, false after. Updated
to describe the pair with BuildOpponentTurnEnd.
- TypedBodyWireShapeTests had no coverage for BuildOpponentTurnEnd;
added the literal-JSON test so a future JsonPropertyName rename
on TurnEndBody is caught.
ClassId/CharaId/CardMasterName/BattleType flow from ctx. PlayerBattleStart
Profile removed; Rank/BattlePoint remain as standalone consts pending real
per-viewer rank tracker. One test updated, one new test added.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
selfInfo cosmetics + 30-card selfDeck now read from MatchContext. Opponent
half stays in ScriptedProfiles. DummyCardId / BuildDummyDeck / PlayerMatched
Profile removed. Two new tests lock the deck-idx pairing and cosmetic
flow-through; TypedBodyWireShapeTests + lifecycle tests thread a fixture ctx.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Client RealTimeNetworkAgent.SetNetworkInfo iterates the synchronize-data
dict in insertion order. The "uri" key, when recognized as Matched, calls
GameMgr.InitializeSelfInfo which sets _selfDeck = null. Any "selfDeck"
processed before "uri" gets wiped; Matching.StartBattleLoad then crashes
on null.Select(...). Pre-refactor ToJson built a Dictionary envelope-first
then appended body keys, so the bug never surfaced. The typed-body rewrite
inverted the order — restoring envelope-first matches the prod wire.
Regression test BuildMatched_KeyOrder_PutsUriBeforeSelfDeckAndSelfInfo
locks the contract.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Two issues caught during v1 smoke at the mulligan / first-turn boundary:
1) BuildSwapResponse ignored the player's idxList and echoed the same
3-card hand back. The client diffs the new self[] against the Deal
to compute "drawn cards" — empty diff against the same hand throws
"Card swap failed: AbandonCards[X]/DrawCards[]". Replace swapped
idxs with fresh deck idxs (initial hand was 1/2/3, deck has 4..30
still available). Same hand must flow into Ready since the client
diffs again there. Move the hand computation into a new helper
ComputeHandAfterSwap and have ComputeResponses thread it through
both BuildSwapResponse and BuildReady.
2) The client doesn't transition to the "Opponent's turn…" display
on its own after sending TurnEnd — it waits for the server to push
an opponent TurnStart (per prod TK2 capture line 14). Without it
the UI just sits on the end-of-turn frame. Add a TurnEnd handler
that pushes a minimal TurnStart{spin} and transitions to a new
OpponentTurn phase, which IS the documented v1 stopping point.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>