namespace SVSim.BattleNode.Lifecycle; /// /// Default frame constants templated from TK2 prod captures, shared by the /// server-authored battle-frame builders. Every value here originated in a real prod /// frame in data_dumps/captures/battle-traffic_tk2_regular.ndjson; pulling them /// out of makes the magic numerics navigable. The shared effect /// seed and the deck-shuffle/idxChangeSeed are now derived per-battle from a master seed (see /// ) — only animation/UI constants remain here. /// internal static class BattleFrameDefaults { // From frame[5] (BattleStart). Hardcoded; see spec §Deferred plumbing — sourcing these // from real per-viewer state needs a TK2 rank/battle-point tracker. public const string PlayerRank = "10"; public const string PlayerBattlePoint = "6270"; // Ready-frame spin. Prod shipped 243 (obfuscation base — the spin-rng audit proved ~99% of the // magnitude is non-gameplay). Our node is authority for BOTH clients; they each crank this on // their own shared _stableRandom, but the shadow engine ingests BOTH sides' Ready frames on ONE // stream — so a non-zero value double-cranks the shadow (243×2 = 486 vs each client's 243), // desynchronizing every subsequent StableRandom draw. Zero eliminates the offset; both clients // and the shadow all start at stream position 0. public const int ReadySpin = 0; /// /// Server-pushed Judge frame spin value. Prod varies per push (55, 175, 73, ...) — it's /// an animation seed, not a stateful value. Fixed at 100 here for test stability; /// the client's JudgeOperation doesn't read it. /// public const int OpponentJudgeSpin = 100; /// Spin value the PvP relay stamps on the Judge / OpponentTurnStart handover frames /// in the deterministic-turn slice. 0 = no animation seed; per-turn spin is deferred /// (see the real-spin design). The client self-generates its turn-open and doesn't read it. public const int DeterministicTurnSpin = 0; }