Commit Graph

7 Commits

Author SHA1 Message Date
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
e4691d616b fix(battle-node): emit envelope keys before body keys in MsgEnvelope.ToJson
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>
2026-06-01 10:53:51 -04:00
gamer147
19cc7980d1 test(battle-node): envelope-level wire-shape regression for scripted bodies 2026-06-01 10:40:54 -04:00
gamer147
5ee270eb16 refactor(battle-node): switch MsgEnvelope.Body to IMsgBody, migrate all sites 2026-06-01 10:40:09 -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
30b457c9a0 fix(battle-node): assert Bid is in envelope (not Body) on BuildMatched
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 22:18:12 -04:00
gamer147
0fd4f5f9f7 feat(battle-node): ScriptedLifecycle frame builders (Path-A static opponent) 2026-05-31 22:15:44 -04:00