Commit Graph

158 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
e98bd10dbe fix(battle-node): reflect PvP Judge back to its sender (turn handover)
Live two-client run (data_dumps/captures/battle_test) exposed a turn-handover
stall: ending a turn on client A made BOTH clients show A's turn again; the
opponent never got a turn. Root cause: JudgeHandler routed the {spin:0} Judge to
ctx.Other. The client rule is 'receive opponent TurnEnd -> SendJudge', so the
PASSIVE player (the one taking over the turn) is the Judge sender, and 'receive
Judge -> ControlTurnStartPlayer' starts the RECEIVER's turn. Routing to ctx.Other
delivered the Judge to the player who had just ended their turn, restarting it in
a closed loop while the taker-over sat on 'Opponent's Turn'.

Fix: the PvP Judge {spin} reflects back to ctx.From (the sender / turn taker-over),
matching the Bot arm's existing 'Judge to sender only' handover. The sender then
emits TurnStart, which relays to the opponent as {spin}. Updated the dispatch unit
test and the PvpHandshakeAndGameplay integration test to the real handover order
(passive sends Judge -> receives it back -> sends TurnStart -> opponent sees it).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:45:17 -04:00
gamer147
c360d639f2 refactor(battle-node): address final-review minor notes (comments + test backfill)
- PlayActionsHandler doc: drop the phantom 'with a debug log' (handlers are
  stateless singletons with no logger); say token plays degrade silently.
- KnownListBuilder.ExtractMoveTo doc: note first-match-wins semantics and the
  send-side==recv-side 'to' assumption pending recv-capture confirmation.
- KnownListBuilderTests: add multi-move first-match coverage and the
  in-deck-but-no-matching-move null branch for BuildPlayedCard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:26:07 -04:00
gamer147
f9c671c089 feat(battle-node): TurnEndActionsHandler emits empty body to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:11:41 -04:00
gamer147
58994a53c9 feat(battle-node): JudgeHandler emits {spin:0} to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:09:44 -04:00
gamer147
3c8a00c928 feat(battle-node): TurnEndHandler emits {turnState:0} to opponent only in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:07:44 -04:00
gamer147
6e85a6b2db feat(battle-node): TurnStartHandler emits {spin:0} to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:05:15 -04:00
gamer147
6b580c622d feat(battle-node): EchoHandler consumes Echo instead of relaying
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:03:19 -04:00
gamer147
506d286529 feat(battle-node): PlayActionsHandler synthesizes knownList (vanilla deck-card slice)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:59:54 -04:00
gamer147
030d3b8057 feat(battle-node): KnownListBuilder pure transforms (knownList synth, target rename)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:56:12 -04:00
gamer147
b295fd8f09 feat(battle-node): per-side idx->cardId map on BattleSessionState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:53:32 -04:00
gamer147
486f72f4a0 feat(battle-node): typed PlayActionsBroadcastBody + KnownCardEntry/OppoTargetEntry
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 17:51:02 -04:00
gamer147
268b864e28 refactor(battle-node): delete legacy ComputeFrames switch; dispatch is now lookup-or-drop 2026-06-03 14:48:33 -04:00
gamer147
503c382646 refactor(battle-node): extract ForwardWhenBothReadyHandler; share handler instances via BuildHandlers 2026-06-03 14:33:26 -04:00
gamer147
db2f711894 refactor(battle-node): extract JudgeHandler
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-03 14:30:40 -04:00
gamer147
aacd7b56ad refactor(battle-node): extract TurnStartHandler
Unions the two legacy TurnStart arms (IsRealForwardableFromScripted case 11 +
BothAfterReady case 12) into TurnStartHandler. Both arms produce (Other, Env, false)
with no extra guards or state mutations — union is behavior-equivalent.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-03 14:27:17 -04:00
gamer147
c03fb3c139 refactor(battle-node): extract RetireKillHandler
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-03 14:24:35 -04:00
gamer147
d35818360f refactor(battle-node): extract TurnEndFinalHandler 2026-06-03 14:21:54 -04:00
gamer147
538099ff4b refactor(battle-node): extract TurnEndHandler 2026-06-03 14:20:25 -04:00
gamer147
477faf3df3 refactor(battle-node): extract SwapHandler (mulligan barrier) 2026-06-03 14:13:26 -04:00
gamer147
3e2931b085 refactor(battle-node): extract LoadedHandler
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-03 14:10:33 -04:00
gamer147
e5ec8a0de1 refactor(battle-node): extract InitBattleHandler 2026-06-03 14:07:49 -04:00
gamer147
7c36933c06 refactor(battle-node): extract InitNetworkHandler 2026-06-03 14:04:58 -04:00