Files
SVSimServer/SVSim.BattleNode
gamer147 0a8a84b2cc refactor(battle-node): unify TurnEndFinal / Retire-Kill / gameplay-forwarder dispatch across types
Three dispatch arms had Type-based branching that was either wrong or
unnecessary. Unified per the audit doc's recommended order, grounded in
verified facts about each participant's PushAsync.

(1) TurnEndFinal — was branched: PvP broadcast TurnEnd+Judge (wrong on a
game-end signal); Scripted pushed BattleFinish(LifeWin). Unified:
  - forward the envelope to other (matches prod TK2 capture
    battle-traffic_tk2_regular.ndjson:273 — loser receives TurnEndFinal
    from server before BattleFinish)
  - push BattleFinish(LifeWin) to from (winner)
  - push BattleFinish(LifeLose) to other (loser)
  - Phase → Terminal

  Requires ScriptedBotParticipant.PushAsync to no longer fire its 3-frame
  burst on TurnEndFinal (previously it reacted to both TurnEnd and
  TurnEndFinal). The dispatch arm now owns TurnEndFinal's response; the
  bot reacting too would race with the BattleFinish push. Bot still
  fires on regular TurnEnd as before.

(2) Retire / Kill — was branched: PvP pushed Lose=0 (NotFinish) /
Win=1 (NoContest); Scripted pushed BuildBattleFinishNoContest() (Win=1).
Both shipped wrong RESULT_CODE values; the audit doc's outstanding item
documented this. Unified:
  - push BattleFinish(RetireLose=106) to from (the retirer)
  - push BattleFinish(RetireWin=105) to other (the survivor)
  - Phase → Terminal

  Added RetireWin=105 / RetireLose=106 to BattleResult enum with the
  same player-perspective convention.

(3) PvP gameplay forwarder (TurnStart / PlayActions / Echo /
TurnEndActions / JudgeResult) — had a redundant `Type == BattleType.Pvp`
guard. Verified that BothAfterReady() is naturally only true when both
participants are RealParticipant (ScriptedBot / NoOpBot don't implement
IHasHandshakePhase per RealParticipant.cs:20-23 / Participants/*.cs grep).
Dropped the redundant guard.

Bot type still has its dedicated InitBattle/Loaded/TurnEnd arms above
the unified ones, so Bot-specific behavior is unchanged.

Tests: 177 battle-node tests passing.
- Updated 9 tests to match the unified dispatch (paired BattleFinish
  pushes, correct RESULT_CODE values, forwarded TurnEndFinal envelope).
- ScriptedBotParticipantTests.PushAsync_TurnEndFinal_* rewritten to
  assert the bot does NOT fire on TurnEndFinal (was asserting it did).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 18:37:24 -04:00
..

SVSim.BattleNode

Socket.IO node-server scaffolding for in-battle traffic. Implements the second of the prod 4-server topology — the realtime channel that handles Matched / BattleStart / Deal / per-action PlayActions / Echo / TurnEnd between the client and a server-side opponent.

v1 scope is "scripted thin sequencer": the server accepts a connection, walks a hand-rolled lifecycle from InitNetwork to mulligan + first turn + opponent TurnStart, then sits at the opponent's-turn screen indefinitely. No real opponent, no battleCode validation, no recovery. v2 work targets each of those.

The library has no dependency on SVSim.EmulatedEntrypoint. It exposes one DI seam (IMatchingBridge) and one ASP.NET Core integration surface (AddBattleNode / UseBattleNode). Pulling the node into a separate process later is one interface and one Kestrel binding.

Architecture

SVSim.BattleNode/
├─ Bridge/          IMatchingBridge — what /do_matching calls to mint a battle id + node URL
├─ Hosting/         ASP.NET Core extensions + the /socket.io/ endpoint handler
├─ Lifecycle/       ScriptedLifecycle — the v1 hand-rolled Matched/BattleStart/Deal/Swap/Ready frames
├─ Protocol/        MsgEnvelope, NetworkBattleUri enum, msgpack ↔ envelope codec
├─ Reliability/     InboundTracker (pubSeq dedup), OutboundSequencer (playSeq archive), Gungnir
├─ Sessions/        BattleSession (per-connection state + WS pump), IBattleSessionStore
└─ Wire/            EIO3 framing, SIO2 framing, NodeCrypto (AES-256-CBC)

Connect handshake (verified end-to-end against the real client)

┌────────┐                                                    ┌────────────┐
│ Client │                                                    │ BattleNode │
└────┬───┘                                                    └──────┬─────┘
     │                                                                │
     │  HTTP POST /arena_two_pick_battle/do_matching                 │ (HTTP host)
     ├──────────────────────────────────────────────────────────────►│
     │  ◄── { matching_state:3004, battle_id, node_server_url,       │
     │        card_master_id, ... }                                  │
     │                                                                │
     │  WS upgrade  ws://<node>/socket.io/                            │
     │     headers: BattleId, viewerId=encryptForNode(uid)            │
     ├──────────────────────────────────────────────────────────────►│ AcceptWebSocketAsync
     │  ◄── EIO3 Open  0{sid,upgrades:[],pingInterval,pingTimeout}    │
     │                                                                │
     │  msg: InitNetwork  (cat=99/general)                            │
     ├──────────────────────────────────────────────────────────────►│
     │  ◄── synchronize: InitNetwork{resultCode:1}                    │
     │                                                                │
     │  MatchingInitBattle: status=Connect; subscribe receiver        │
     │  msg: InitBattle   (cat=2/matching)                            │
     ├──────────────────────────────────────────────────────────────►│
     │  ◄── synchronize: Matched{selfInfo,oppoInfo,selfDeck,bid}      │
     │                                                                │
     │  client loads decks/scene                                      │
     │  msg: Loaded                                                   │
     ├──────────────────────────────────────────────────────────────►│
     │  ◄── synchronize: BattleStart{turnState,battleType,...}        │
     │  ◄── synchronize: Deal{self,oppo}                              │
     │                                                                │
     │  mulligan UI; player chooses cards to swap                     │
     │  msg: Swap{idxList:[...]}                                      │
     ├──────────────────────────────────────────────────────────────►│
     │  ◄── synchronize: Swap{self:[post-mulligan hand]}              │
     │  ◄── synchronize: Ready{self,oppo,idxChangeSeed,spin}          │
     │                                                                │
     │  turn 1: TurnStart, PlayActions, ..., TurnEnd                  │
     ├──────────────────────────────────────────────────────────────►│
     │  ◄── synchronize: TurnStart{spin}    (opponent turn signal)    │
     │                                                                │
     │  sits at "Opponent's turn…" — v1 stopping point                │

Each push from us carries a contiguous playSeq; client-emit pubSeq is echoed back via the Socket.IO ack callback. Gungnir runs a 5s alive heartbeat in parallel reporting scs:ONLINE,ocs:ONLINE.

Wire-format gotchas (discovered during v1 smoke)

These are not in the original protocol docs and tripped us during the smoke walkthrough — leaving them here so the next reader doesn't repeat the diagnosis.

Spec said Actual wire Where it shows up
AdditionalQueryParams on the WS upgrade HTTP request headers, not query string. BestHTTP misnames the API. BattleNodeWebSocketHandler.ReadCredential reads BattleId / viewerId from headers first, query as fallback (for tests).
node_server_url ws://host:port host:port/socket.io/no scheme prefix, path included. BattleNodeOptions.NodeServerUrl default + do_matching response.
card_master_id optional Required when matching_state ∈ {3004,3007,3011} — no Keys.Contains guard client-side. Added to DoMatchingResponseDto with default 1.
resultCode optional on pushes Required = 1 on every scripted synchronize frame; missing means "drop in error handler". ScriptedLifecycle.EnvelopeForPush injects it.
Matched in response to InitNetwork InitBattle. Matched in response to InitNetwork lands before the client's matching handler is subscribed and silently drops. See dispatch in BattleSession.ComputeResponses.
WS binary frames carry raw msgpack EIO3 prefixes binary frames with 0x04 (Message type byte), same as the leading digit on text frames. BattleSession.RunAsync strips on read; EncodeAndSendAsync prepends on send.

There's also a JSON parsing pitfall worth knowing about (and that broke the mulligan): the inline conditional el.TryGetInt64(out var l) ? l : el.GetDouble() unifies its branches to the common implicit-convertible type. Since long → double is implicit, the long silently widens to double, and OfType<long> downstream drops every entry. See MsgEnvelope.ParseNumber for the fix — keep number parsing in a separate method so each branch boxes its own runtime type.

v1 scripted opponent — what the client sees

The player half of Matched / BattleStart reads from a MatchContext assembled in SVSim.EmulatedEntrypoint/Services/MatchContextBuilder from the viewer's TK2 run + equipped cosmetics + config — so the mulligan renders the real drafted deck, drafted class/leader, and equipped emblem/degree. The opponent half stays scripted in ScriptedProfiles:

  • Opponent is a fixed silhouette: classId="8", JPN sleeve/emblem/degree, viewer id 999999999.
  • Battle seed is 17548138L in both info blocks (the seed is shared per battle per the spec).
  • Mulligan does real card replacement: any idx in your idxList is swapped for the next unused deck idx (1..3 dealt, so 4..30 are pool).
  • Opponent's turn never actually does anything — we push a single TurnStart{spin:100} after your TurnEnd so the UI transitions to the opponent-turn display, then sit.

A few player-side fields are still hardcoded pending a follow-up slice — Rank, BattlePoint, cardMasterName, fieldId, and the per-battle RNG seed. See the spec's §Deferred plumbing table at docs/superpowers/specs/2026-06-01-battle-node-real-drafted-deck-design.md for what each needs.

Where to extend

You want to Touch
Wire a new mode's do_matching (rank, free, open-room, …) Add one BuildFor<Mode>Async(viewerId, …) method to IMatchContextBuilder reading that mode's deck source; the mode's controller calls IMatchingBridge.RegisterPendingBattle(vid, ctx). No changes to SVSim.BattleNode.
Add a real AI opponent Replace the static dispatch in BattleSession.ComputeResponses (TurnEnd → opponent TurnStart case) with one that drives a decision engine. The OutboundSequencer already assigns playSeq for whatever you push.
Implement recovery IBattleSessionStore already keeps the pending registry. Add a per-battle archive (the OutboundSequencer.Archive already retains every assigned-playSeq push) and bind it to the HTTP /battle/get_recovery_params endpoint.
Validate battleCode Port NetworkConsistency.GetConsistency from the client decompilation. Hook into BattleSession.HandleMsgEventAsync on TurnEnd / Judge.
Type the orderList register actions Spec at docs/api-spec/in-battle/register-actions.md catalogs the eight shapes observed in TK2 captures. Build a discriminated union; replace Dictionary<string, object?> in the Body for the relevant URIs.

Test layout

SVSim.UnitTests/BattleNode/
├─ Bridge/         MatchingBridgeTests           (3 tests — mint id, dedup, format)
├─ Integration/   BattleNodeFlowTests           (end-to-end via WebApplicationFactory)
│                 RawSocketIoTestClient         (test helper)
├─ Lifecycle/     ScriptedLifecycleTests        (11 tests)
├─ Protocol/      MsgEnvelopeTests              (4 tests incl. number-array regression)
│                 MsgPayloadCodecTests          (2 tests — roundtrip + known vector)
├─ Reliability/   GungnirTests / InboundTrackerTests / OutboundSequencerTests
├─ Sessions/      BattleSessionDispatchTests    (8 tests — phase-state machine)
│                 InMemoryBattleSessionStoreTests
└─ Wire/          NodeCryptoTests (with fixed-vector regression)
                  EngineIoFrameTests
                  SocketIoFrameTests (incl. binary attachment + JSON escaping)

Total ~71 BattleNode-scoped tests. The integration test boots the EmulatedEntrypoint host via SVSimTestFactory, mints a battle through IMatchingBridge, opens a TestServer WebSocket, and walks the full handshake through Ready. It exercises every layer.

  • docs/api-spec/in-battle/transport.md — Socket.IO + AES-for-node wire format, with smoke corrections inline.
  • docs/api-spec/in-battle/matching.mddo_matching bridge + client state machine.
  • docs/api-spec/in-battle/server-to-client.md, client-to-server.md — per-uri frame shapes.
  • docs/api-spec/in-battle/register-actions.mdorderList action catalog (for v2).
  • docs/api-spec/in-battle/reliability.md — pubSeq/playSeq stocking + Gungnir.
  • docs/api-spec/in-battle/recovery.md — the reconnect handshake (deferred to v2).
  • docs/operations/battle-node-smoke.md — manual end-to-end checklist.
  • docs/operations/battle-node-smoke-walkthrough.md — annotated walkthrough with per-step diagnostics.
  • docs/superpowers/specs/2026-05-31-battle-node-transport-design.md — v1 design.
  • docs/superpowers/plans/2026-05-31-battle-node-transport.md — v1 implementation plan.