Commit Graph

48 Commits

Author SHA1 Message Date
gamer147
ee23985055 fix(battle-node): push BattleFinish on Scripted TurnEndFinal so the client doesn't park on the disconnect-checker
Before: when the player declared their final winning turn (TurnEndFinal),
Scripted mode forwarded it to the bot — which fired a useless 3-frame
TurnStart/TurnEnd/Judge burst as if the game were continuing. No
BattleFinish was ever pushed, so the client's
BattleFinishToOpponentDisConnectChecker (NetworkBattleManagerBase.cs:1640
+ BattleFinishToOpponentDisConnectChecker.cs) parked the player on a
"waiting for opponent" dialog for 128 seconds, eventually falling through
to a synthetic OnDisConnectWin. The user could see "opponent defeated"
animations but couldn't proceed to the post-battle screen.

After: Scripted TurnEndFinal pushes BattleFinish with result=LifeLose=102
to the player (matches the RESULT_CODE the client expects per
NetworkBattleReceiver.cs:963-986; client maps LifeLose → "opponent's life
ran out, PLAYER WIN" UI per NetworkBattleManagerBase.cs:1450-1459). Phase
transitions to Terminal so RunAsync's PvP-disconnect cascade doesn't
synthesize a second BattleFinish on top. No bot burst — the game is
over.

Wire reference: prod TK2 capture battle-traffic_tk2_regular.ndjson:273-274
shows server pushing TurnEndFinal followed immediately by BattleFinish
result:102.

BattleResult enum gets the LifeWin=101 / LifeLose=102 values and a
corrected docstring. The pre-existing Lose=0 / Win=1 / Consistency=2
values stay (Retire/Kill flow ships them today and works as "no contest"
end-of-battle), but their docstring no longer claims they're the WS
shape — they were always the HTTP /finish shape, mislabeled.

TurnEnd (regular, not final) keeps the existing forward-to-bot behavior
in Scripted mode — that's a normal turn boundary, not game end.

PvP TurnEndFinal still broadcasts the same TurnEnd+Judge as regular
TurnEnd; the actual game-end BattleFinish push in PvP rides the loser's
Retire/Kill or the disconnect cascade in RunAsync.

177 battle-node tests passing (was 176; +1 covering the new dispatch arm).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:48:20 -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
8f270a87f0 refactor(battle-node): gate WS diagnostic logging behind config flag
The temporary [sio-in] / [sio-out] / [ws-rx-text] / [ws-rx-bin] /
[ws-recv-exit] / [ws-loop-exit] logs added during the hand-ack
investigation are useful enough to keep around (PvP testing, future WS
debugging) but too chatty to leave on by default. Promote them from
"strip before merge" to a permanent opt-in.

New BattleNodeOptions.DiagnosticLogging (bool, default false). Wired
through BattleNodeWebSocketHandler to RealParticipant via a new optional
ctor parameter (default false — existing test sites pick up the silent
default with no changes). Every Information/Warning log added during the
investigation is now if-gated; non-diagnostic logs (the decode-failure
warnings, the dispatch-drop debug) stay as-is.

Toggle via appsettings*.json:
  "BattleNode": { "DiagnosticLogging": true }

Or live via the singleton:
  factory.Services.GetRequiredService<BattleNodeOptions>().DiagnosticLogging = true

175 battle-node tests still passing — existing tests use the constructor
default and emit nothing, so no test changes were required.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 16:49:17 -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
a6b9a942ab chore(battle-node): delete dead ScriptedProfiles.Opponent{Matched,BattleStart}Profile fields
Phase 2 absorbed the scripted opponent cosmetics + class/chara fixture
into ScriptedBotParticipant.Context; the two profile fields have been
unreferenced since (kept one phase as documentation tie-back, per PLAN.md
L104 (d)). The Context comments now describe the values directly with
frame[N] provenance instead of pointing at the deleted fields. Also
removes the now-unused SVSim.BattleNode.Protocol.Bodies import from
ScriptedProfiles.cs.

948 tests passing (unchanged).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:58:32 -04:00
gamer147
5c4e427fab feat(battle-node): clear RealParticipant outbound archive on session terminate
Closes audit Md11. BattleSession.RunAsync now clears each
RealParticipant.Outbound archive immediately before the TerminateAsync
cascade, releasing the heavy dict the moment the battle ends instead of
waiting for the participant to be GC'd. Bots (NoOp / Scripted) don't
expose an OutboundSequencer, so the 'p is RealParticipant rp' conditional
cast is the natural filter.

Tests: 1 new BattleSessionTerminateCascadeTests — pre-load the archive,
drive RunAsync to completion via TestWebSocket.CompleteIncoming, assert
the archive is empty. Suite: 939 → 948.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:10:15 -04:00
gamer147
898b872edd fix(rank-battle): route ai-start through the queue-time MatchContext
Live-smoke bug 2026-06-02: queued Bloodcraft (deck #5), wire showed
classId=2 (Swordcraft) for self_info on the /ai_unlimited_rank_battle/start
response — client rendered the wrong leader.

Two layers of the same bug:

1. MatchContextBuilder.BuildForRankBattleAsync hardcoded deckNo=1 instead
   of taking it from the do_matching request — verified against
   data_dumps/captures/traffic.ndjson L17 where deck_no=5 was on the wire.
   Signature changes to (viewerId, format, deckNo); DoMatchingInternal
   passes req.DeckNo.

2. AiStartInternal rebuilt MatchContext from scratch — but the /ai_*/start
   request body is BaseRequest only, no deck_no on the wire. The fix uses
   the MatchContext the bridge already stored at do_matching resolution time
   (in the Bot PendingBattle), so deck/cosmetic data is consistent end-to-end.
   New IBattleSessionStore.TryFindPendingForViewer(viewerId) finds the
   viewer's pending battle for lookup. The store entry persists across
   ai_start (idempotent reads are fine — the WS handler removes on connect).
   No-pending sentinel: ai_id=-1 surfaces the "no AI assigned" error in the
   client.

Tests: 936 → 939 passing.
- MatchContextBuilderTests.BuildForRankBattle_uses_the_caller_supplied_deck_number
  seeds deck #1 (class 1) and deck #5 (class 6) and asserts the deckNo
  argument picks the right one.
- RankBattleControllerTests.AiStart_self_info_class_matches_queued_deck_number
  is the end-to-end regression: register Bot battle with deck #5, hit
  /ai_unlimited_rank_battle/start, assert self_info.classId == 6.
- RankBattleControllerTests.AiStart_without_pending_battle_returns_neg1_sentinel
  locks the defensive ai_id=-1 path.
- Existing AiStart_* tests bypass do_matching, so adapted to call a new
  RegisterBotBattleAsync helper that mirrors what InProcessPairUp does on
  AI-fallback resolution.

SeedDeckAsync gains an optional classId so test cases can differentiate
decks by class (was always picking Classes.First()).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 12:28:42 -04:00
gamer147
8aead62116 fix(battle-node): revert Bot Matched/BattleStart push (corrupts OppoBattleStartInfo)
Previous commit 51e9dd2 changed Bot's InitBattle to push Matched and
Loaded to push BattleStart+Deal, on the theory that the architecture
spec's "no Matched in Bot mode" claim was wrong. That theory was based
on misreading Matching.cs:400 (the Matched handler) as a required
state-machine trigger.

End-to-end trace of the AI client flow shows:

  1. _initNetworkSuccess (set when the client receives uri=InitNetwork,
     i.e., our ack) is the actual trigger — MatchingNetworkConnectChecker
     phase 3 sees it and calls MatchingInitBattle.

  2. MatchingInitBattle (Matching.cs:298) for IsAINetwork IMMEDIATELY
     calls StartBattleLoad + GotoBattle right after emitting InitBattle.
     It does NOT wait for any wire envelope.

  3. The Matched handler at Matching.cs:400 is gated on
     status == Connect and is already past Prepared by the time the
     wire round-trip completes — sending Matched is harmless but
     unnecessary.

  4. The BattleStart handler at Matching.cs:417 runs UNCONDITIONALLY and
     SetNetworkInfo at RealTimeNetworkAgent.cs:1562 overwrites
     OppoBattleStartInfo with the wire envelope's oppoInfo. Our oppoInfo
     comes from NoOpBotParticipant.Context placeholders (classId/emblemId
     etc. = 0), corrupting the good values the client set from the HTTP
     AIBattleStart response.

The "Waiting for opponent" hang was caused by SBattleLoad.LoadOpponentAssets
trying to fetch emblemId=0, degreeId=0, etc. after BattleStart corrupted
OppoBattleStartInfo. The asset group load silently hangs on missing
assets, no error logged.

Restored the spec's original Bot arms: InitBattle ack-only, Loaded silent,
TurnEnd Judge-to-sender. ai-passive.md updated with the corrected reasoning
and a discovery-history note.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 11:23:13 -04:00
gamer147
51e9dd2094 fix(battle-node): Bot mode must push Matched + BattleStart (client state-machine triggers)
Phase 3 shipped a Bot dispatch table that ack'd InitBattle without
pushing Matched and stayed silent on Loaded, per the architecture spec's
inference that "the client uses AIBattleStart HTTP data instead of
Matched in Bot mode." That inference was wrong.

The client's matching state machine (Matching.ReactionReceiveUri,
Matching.cs:400) gates StartBattleLoad() on the Matched envelope, and
BattleStart at Matching.cs:417 triggers GotoBattle. Without those
envelopes the client never transitions out of MatchingStatus.Connect —
which renders as the "Waiting for opponent" hang on the loading screen.
AIBattleStart HTTP only provides opponent cosmetics, not state-machine
triggers.

Fix: drop the Bot-specific InitBattle ack-only and Loaded silent arms;
let Bot fall through to the existing handshake arms that push Matched
and BattleStart + Deal. Only TurnEnd stays Bot-specific (Judge to
sender, not broadcast — there's no real other side to broadcast to).

Tests updated to match the corrected contract. ai-passive.md doc
amended with a correction note.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 09:56:22 -04:00
gamer147
a4685a9188 feat(battle-node): Bot dispatch arms in ComputeFrames
Three new arms gated on Type == BattleType.Bot, placed before the
existing PvP / Scripted arms:
- InitBattle → ack to sender (no Matched push — client uses AIBattleStart HTTP data)
- Loaded → silent (no BattleStart, no Deal — client short-circuits to GotoBattle)
- TurnEnd / TurnEndFinal → Judge to sender only (not broadcast)

Other URIs in Bot mode fall through existing arms: Swap is Type-agnostic
(per-sender SwapResponse + Ready), Retire/Kill hits the existing
Scripted no-contest BattleFinish(Win), gameplay forwarders are gated on
Pvp so Bot's PlayActions/Echo/etc. fall through default (drop). 8 new
dispatch tests cover the wire contract.

Reference: docs/api-spec/in-battle/ai-passive.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 01:27:08 -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
db054205b3 feat(battle-node): PvP TurnEnd broadcast + flipped Retire/Kill result
Pvp TurnEnd/TurnEndFinal broadcasts TurnEnd+Judge to BOTH so each
client's JudgeOperation advances. Pvp Retire/Kill pushes BattleFinish
with flipped result (sender=Lose, other=Win). Scripted Retire keeps
Phase 1 behaviour (sender-only Win via BuildBattleFinishNoContest).
2026-06-01 21:51:27 -04:00
gamer147
72dc1887d9 feat(battle-node): PvP gameplay-frame forwarding arms
TurnStart / PlayActions / Echo / TurnEndActions / JudgeResult from a
real participant in Pvp mode forward to the other participant once
BothAfterReady. Scripted's bot-burst case arms (gated on
FakeOpponentViewerId) precede the PvP forwarder so they're unaffected.

The bot-emission TurnStart/TurnEnd/Judge guard was tightened from
`ReferenceEquals(from, A or B)` (always true) to call
IsRealForwardableFromScripted directly in the `when` clause. The prior
shape used `goto default` to drop non-bot senders, which would have
short-circuited the new PvP forwarder for TurnStart in PvP mode.
2026-06-01 21:46:28 -04:00
gamer147
875a4baa29 refactor(battle-node): move handshake phase reads to per-participant
ComputeFrames now reads (from as IHasHandshakePhase)?.Phase for the
four handshake arms (InitNetwork, InitBattle, Loaded, Swap) and the
TurnEnd gate, transitioning the participant's Phase instead of the
session's. RealParticipant implements IHasHandshakePhase via the new
Phase property; the session-level BattleSession.Phase stays for the
Terminal short-circuit.

Scripted dispatch + wire shape unchanged (single-Real-participant case
collapses to Phase 1 semantics). Test fixture migrates FakeParticipant
to FakeRealParticipant for the side that drives handshake states. The
bot's TurnEnd previously rode the session-level AfterReady arm; with
that arm now gated on the sender's per-participant Phase (which the
bot lacks), TurnEnd joins TurnStart/Judge in the scripted-bot
forwarder arm so the v1.2 burst still reaches the real participant.
2026-06-01 21:33:17 -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
b75eb512ea docs(battle-node): refresh ScriptedBotParticipant <remarks> to match Phase 2 wiring
Task 1's refactor made BattleSession read other.Context for the
Matched / BattleStart opponent half, but the class doc still claimed
the Context was ignored. Update it to match the new wiring.
2026-06-01 21:23:09 -04:00
gamer147
560feb231a refactor(battle-node): generalise BuildMatched/BuildBattleStart for PvP
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>
2026-06-01 21:16:11 -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
91472df6fc refactor(battle-node): cut handler over to BattleSessionV2 + participants
Production WS path now constructs RealParticipant + ScriptedBotParticipant
and hands them to BattleSessionV2 instead of the old single-WS
BattleSession. Wire behaviour preserved end-to-end (BattleNodeFlowTests
still pass).

Also fixes a RunAsync bug uncovered by the cutover: WhenAny would
terminate the session as soon as the scripted bot's no-op RunAsync
resolved, killing the live WS read loop before any traffic arrived.
Phase 1 semantics are simpler — wait for ALL participants. Phase 2's
Pvp disconnect propagation will revisit this.
2026-06-01 20:07:45 -04:00
gamer147
b2f3d25be0 feat(battle-node): add BattleSessionV2 broker (unused yet)
Parallel to existing BattleSession. Subscribes to both participants'
FrameEmitted, dispatches via ComputeFrames(from, env) returning
(target, frame, noStock) routing tuples. Dispatch table currently only
covers Scripted-mode behaviour (preserves v1.2). Phase 2 adds Pvp arms;
Phase 3 adds Bot. Not yet wired into the handler — Task 9 cuts over.
2026-06-01 20:01:54 -04:00
gamer147
d665f88067 refactor(battle-node): unify IMatchingBridge.RegisterBattle signature
Single RegisterBattle(p1, p2?, type) with contract validation throws on
invalid combinations (Pvp requires both; Bot requires p2==null; Scripted
accepts either). PendingBattle carries Type + P1 + nullable P2. Handler
+ controller adapt; v1.2 behaviour preserved because Scripted is the
only type used today (Phase 2 adds Pvp, Phase 3 adds Bot).
2026-06-01 20:00:52 -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
gamer147
9079715da6 feat(battle-node): add IBattleParticipant interface
Central abstraction for v2 broker. PushAsync (session -> participant),
FrameEmitted (participant -> session), RunAsync (drives inbound),
TerminateAsync (cleanup). Three impls land in Tasks 3-5.
2026-06-01 19:54:03 -04:00
gamer147
ae7ff25af0 feat(battle-node): add BattleType, BattleFinishReason, BattlePlayer
Phase 1 foundation types for the v2 broker architecture. Nothing uses
them yet; they land alongside the existing v1.2 code so subsequent
tasks can extract the participant interface and impls.
2026-06-01 19:53:31 -04:00
gamer147
1ef101f851 feat(battle-node): push Judge after opponent TurnEnd so client transitions
Third frame in the burst, per prod TurnEnd -> Judge pairing observed in
battle-traffic_tk2_regular.ndjson (positions 10->11, 17->18, etc.).
The client's TurnEndOperation sends its own Judge and gates the next turn
on a server-pushed Judge via JudgeOperation -> ControlTurnStartPlayer.
Closes the v1.1 'Opponent's turn... forever' hang caught during smoke.
2026-06-01 17:37:55 -04:00
gamer147
e30fdb7570 feat(battle-node): scripted opponent turn loop pushes TurnStart + TurnEnd
The TurnEnd/TurnEndFinal case in ComputeResponses now returns two envelopes
back-to-back — opponent TurnStart followed by opponent TurnEnd. Phase enters
OpponentTurn transiently then resets to AfterReady within the same call so
the next player TurnEnd can fire the cycle again. Closes the v1 'stays at
Opponent's turn… forever' stall.
2026-06-01 14:57:49 -04:00
gamer147
b0488e3f2e feat(battle-node): BuildBattleStart consumes MatchContext for player half
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>
2026-06-01 12:49:54 -04:00
gamer147
f589283572 feat(battle-node): BuildMatched consumes MatchContext for player half
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>
2026-06-01 12:48:04 -04:00
gamer147
01f9bb722a feat(battle-node): thread MatchContext through bridge to BattleSession
IMatchingBridge.RegisterPendingBattle now takes a MatchContext; PendingBattle
carries it; BattleSession stores it. ArenaTwoPickBattleController builds ctx
from IMatchContextBuilder. ScriptedLifecycle still uses ScriptedProfiles for
the player half — Tasks 5/6 migrate the lifecycle.

Existing tests updated: MatchingBridgeTests, BattleNodeFlowTests,
InMemoryBattleSessionStoreTests, BattleSessionDispatchTests, BattleSession
PumpTests, ArenaTwoPickBattleControllerTests (which now seeds a TK2 run +
adds a no-active-run 400 case).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 12:44:42 -04:00
gamer147
ef3d7bb82b refactor(battle-node): WireConstants for SIO event names + crypto RNG battle id 2026-06-01 11:53:01 -04:00
gamer147
a364f539ad refactor(battle-node): tighten Phase setter to private; document sid opacity 2026-06-01 11:41:47 -04:00
gamer147
677b1f1392 feat(battle-node): BattleResult enum for BattleFinish.result wire codes 2026-06-01 11:41:16 -04:00
gamer147
4dd61343aa fix(battle-node): clip SIO ack arg instead of checked-cast throwing on overflow 2026-06-01 11:13:24 -04:00
gamer147
453865ade2 fix(battle-node): thread session CT through every send instead of None 2026-06-01 11:12:26 -04:00
gamer147
8cce667e02 fix(battle-node): await DispatchSocketIo instead of async-void fire-and-forget 2026-06-01 11:11:58 -04:00
gamer147
0764b8646f feat(battle-node): capture session-scoped CT in BattleSession.RunAsync 2026-06-01 11:11:31 -04:00
gamer147
5ee270eb16 refactor(battle-node): switch MsgEnvelope.Body to IMsgBody, migrate all sites 2026-06-01 10:40:09 -04:00
gamer147
c279b811ad docs(battle-node): project README + docstrings on hosting/lifecycle
Add a per-project README in SVSim.BattleNode/ that covers:
- Architecture (the six concern folders)
- The connect-handshake sequence verified end-to-end at smoke
- A wire-format-gotchas table for the spec divergences caught during
  v1 (headers vs query for credentials, schemeless node URL with
  /socket.io/ path, required card_master_id, required resultCode=1,
  Matched in response to InitBattle not InitNetwork, EIO3 0x04 prefix
  on binary frames, FromJson conditional-expression number-boxing)
- What the v1 scripted opponent does and what is hardcoded
- A "where to extend" table for v2 work
- The full test layout and cross-references to specs/plans

Fill in XML docs on the public surface that previously had none:
- BattleNodeExtensions.AddBattleNode / UseBattleNode (DI + middleware
  wiring, including the pipeline-order note that auth runs before
  UseWebSockets)
- BattleNodeWebSocketHandler class + HandleAsync (the validation chain)
- BattleSession.ComputeResponses (the lifecycle state machine, with
  the NoStock flag's meaning)
- ScriptedLifecycle class (v1 scope, resultCode injection rule,
  pointer to the "where to extend" section)
- MatchingBridge class (mint-id + register flow)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:57:15 -04:00
gamer147
9e8ebd1b2b fix(battle-node): preserve long type on numeric array elements in FromJson
Root cause for the lingering mulligan failure: the inline conditional
expression in MsgEnvelope.ToObject

    JsonValueKind.Number => el.TryGetInt64(out var l) ? l : el.GetDouble(),

unified its branches to the common implicit-convertible type. long→double
is implicit, so both branches collapsed to double and the integer value
silently widened. Inside an array (idxList:[2]), each element came back
as boxed double; OfType<long> in ExtractIdxList then filtered every
entry out, so swapIndices arrived empty and BuildSwapResponse echoed
the unchanged hand — exactly the diff-against-Deal mismatch the client
flagged as "Card swap failed: AbandonCards[2]/DrawCards[]".

Extract a ParseNumber helper that returns object explicitly so each
branch boxes its own runtime type. Also harden ExtractIdxList to accept
any boxed numeric type (long/int/double/decimal/string) so a future
JSON-parser drift can't silently regress this path again.

Two regression tests:
- FromJson_NumericArray_PreservesLongTypeOnEachElement: confirms the
  fix at the JSON-parse layer with a hardcoded "{\"idxList\":[2,3]}".
- Swap_WithIdxListContainingTwo_ProducesHandWithFreshIdxAtPosition1:
  exercises the dispatch end-to-end with a Body holding a real boxed
  long; asserts position 1 of the response hand is the fresh deck idx 4.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:40:50 -04:00
gamer147
77fb93f3ea fix(battle-node): real mulligan card replacement + opponent TurnStart push
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>
2026-06-01 08:30:44 -04:00
gamer147
e06d97ef6f fix(battle-node): respond to InitBattle/Loaded, not InitNetwork
Pushing Matched in response to InitNetwork lands it before
MatchingInitBattle() finishes wiring up the OnReceivedEvent handler
and setting status=Connect. The client's Matched-case in
ReactionReceiveUri only transitions to StartLoad when status is
Connect at the moment of receipt; otherwise the frame is silently
dropped at the state machine and the matchmaking UI never advances.

The real connect-handshake sequence (per MatchingNetworkConnectChecker
+ Matching.cs):
  1. WS opens.
  2. Client emits InitNetwork (cat=general).
  3. Server replies InitNetwork ack → _initNetworkSuccess = true.
  4. MatchingInitBattle: status=Connect; emit InitBattle; subscribe
     OnReceivedEvent matching handler.
  5. Server replies Matched → status=StartLoad, StartBattleLoad.
  6. Asset load done → client emits Loaded.
  7. Server replies BattleStart + Deal → status=Prepared, GotoBattle.

Add AwaitingInitBattle phase, gate Matched on InitBattle receipt, and
gate BattleStart+Deal on Loaded receipt. Update dispatch and
integration tests to walk the new sequence; InitBattle's wire cat is
Matching(2), not Battle(1).

Caught during v1 smoke walkthrough — battle-traffic.ndjson showed the
client receiving Matched/BattleStart at sub-millisecond gaps after
InitNetwork ack, but never advancing past matchmaking.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 02:08:04 -04:00
gamer147
cc32223d7d fix(battle-node): strip/prepend EIO3 type byte on binary WS frames
Engine.IO v3 frames over WebSocket prepend the packet-type byte (0x04
for Message) to BINARY frames, the binary analog of the leading digit
on text frames. The real client honors this and our session was
treating the entire binary frame as the Socket.IO attachment payload —
the msgpack decoder saw 0x04 as a positive fixint and failed
deserialization on every inbound msg event.

Symmetric fix: strip 0x04 from inbound binary frames in
BattleSession.RunAsync, prepend 0x04 to outbound binary frames in
EncodeAndSendAsync. RawSocketIoTestClient gets the same on both
directions so the integration test still exercises the same wire
shape as a real client.

Caught during v1 smoke walkthrough, after the WS upgrade started
succeeding (101 Switching Protocols).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 01:48:52 -04:00
gamer147
680630050b fix(battle-node): BattleSession crash safety, fresh-key per push, phase guards
- Wrap HandleMsgEventAsync / HandleAliveEventAsync bodies in try/catch(Exception)
  logging at Error, eliminating async-void unobserved-exception crash risk (Issue 1).
- Replace deterministic seq-based key generator with RandomNumberGenerator.GetInt32
  so each EncodeAndSendAsync call uses a fresh random key (Issue 2).
- Add `when Phase == …` guards to InitNetwork / Loaded / Swap cases in
  ComputeResponses; add default arm that logs+drops out-of-order URIs (Issue 3).
- Widen SendSioAckAsync arg from int to long; drop (int) cast at call site;
  boundary cast to int is now checked() for defensive overflow detection (Issue 4).
- Update RunAsync doc comment (was stale Task-13 placeholder) (Issue 5).
- Add Kill and out-of-order-Swap-before-Loaded tests (Issue 6).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 22:28:13 -04:00
gamer147
f6aee5b0f8 feat(battle-node): BattleSession routes lifecycle URIs through ScriptedLifecycle
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 22:21:55 -04:00
gamer147
a306295fe2 feat(battle-node): BattleSession skeleton with EIO/SIO read pump 2026-05-31 22:10:17 -04:00
gamer147
3ade8ff4f5 feat(battle-node): in-memory IBattleSessionStore + PendingBattle 2026-05-31 22:00:40 -04:00