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>
18 lines
728 B
C#
18 lines
728 B
C#
namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// Wire value of the actor-relative <c>isSelf</c> flag on relayed lists (<c>targetList</c>,
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/// <c>uList</c>): whose side a referenced card belongs to, from the SENDER's perspective. The node
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/// forwards it verbatim — no perspective flip (bullet-3 audit F2). The client reads it via
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/// <c>ConvertToInt(...) == 1</c> (<c>NetworkBattleReceiver.cs</c>), so it serializes as the
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/// underlying int via <see cref="System.Text.Json.Serialization.JsonNumberEnumConverter{T}"/>.
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/// </summary>
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public enum CardOwner
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{
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/// <summary>Card belongs to the opponent of the sender.</summary>
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Opponent = 0,
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/// <summary>Card belongs to the sender.</summary>
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Self = 1,
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}
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