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>
75 lines
3.7 KiB
C#
75 lines
3.7 KiB
C#
namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// Wire value of <c>result</c> on a WS <c>BattleFinish</c> frame.
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/// <para>
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/// Maps to the client's <c>NetworkBattleReceiver.RESULT_CODE</c> enum at
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/// <c>NetworkBattleReceiver.cs:963-986</c>. Names are <b>from the player's perspective</b>:
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/// <c>LifeWin</c> = "I won by life", <c>LifeLose</c> = "I lost by life". Verified
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/// end-to-end via the path
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/// <c>RESULT_CODE</c> → <c>JudgeResultReceive</c> switch → <c>_finishEffectType</c> →
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/// <c>FinishBattleEffect</c> → <c>InitiateGameEndSequence(hasWon)</c>:
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/// </para>
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/// <list type="bullet">
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/// <item><c>LifeWin = 101</c> → <c>_finishEffectType = LOSE</c> →
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/// <c>InitiateGameEndSequence(hasWon: true)</c> → PLAYER WIN UI</item>
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/// <item><c>LifeLose = 102</c> → <c>_finishEffectType = WIN</c> →
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/// <c>InitiateGameEndSequence(hasWon: false)</c> → PLAYER LOSE UI</item>
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/// </list>
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/// <para>
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/// The <c>SettingResultUI_SpecialResultTypeText</c> switch passes the OPPONENT's
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/// outcome to set the secondary "by retire/by disconnect/etc." text — that's why
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/// the inner switch direction looks inverted (LifeWin → LOSE param, LifeLose → WIN
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/// param). The actual WIN/LOSE rendering happens in <c>FinishBattleEffect</c> via
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/// the <c>!isPlayer</c> flip at line 1315.
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/// </para>
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/// <para>
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/// Prior docstrings on this enum had the direction backwards (claimed LifeLose
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/// → WIN UI from a misread of the inner switch); see
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/// <c>docs/audits/battle-node-sio-events-2026-06-02.md</c> Addendum for the live
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/// reproduction that exposed the inversion.
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/// </para>
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/// <para>
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/// The pre-2026-06-02 <c>Lose = 0</c> / <c>Win = 1</c> / <c>Consistency = 2</c>
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/// values are kept for the existing Retire/Kill Scripted flow (which ships
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/// <c>Win = 1</c>, parsed client-side as <c>RESULT_CODE.NoContest</c> and
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/// rendered as "battle ended in no contest" — works in that the battle
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/// terminates, but shows the wrong text). To be removed once that flow is
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/// rewritten to use the proper retire codes.
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/// </para>
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/// <para>
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/// Always serialize as the int value, not the name; see the
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/// <c>JsonNumberEnumConverter</c> on <see cref="Bodies.BattleFinishBody.Result"/>.
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/// </para>
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/// </summary>
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public enum BattleResult
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{
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/// <summary>Pre-2026-06-02 value, kept for the existing Retire/Kill Scripted flow.
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/// Wire-equivalent of <c>RESULT_CODE.NotFinish = 0</c>. Don't use for new code.</summary>
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Lose = 0,
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/// <summary>Pre-2026-06-02 value, kept for the existing Retire/Kill Scripted flow.
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/// Wire-equivalent of <c>RESULT_CODE.NoContest = 1</c>. Don't use for new code.</summary>
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Win = 1,
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/// <summary>Pre-2026-06-02 value, kept for the existing Retire/Kill Scripted flow.
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/// Wire-equivalent of <c>RESULT_CODE.Invalid = 2</c>. Don't use for new code.</summary>
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Consistency = 2,
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/// <summary>Player won by reducing opponent's life to 0. Pushed to the winner
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/// on <c>TurnEndFinal</c>. Routes through the client switch to
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/// <c>InitiateGameEndSequence(hasWon: true)</c>.</summary>
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LifeWin = 101,
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/// <summary>Player lost by their own life dropping to 0. Pushed to the loser on
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/// the opponent's <c>TurnEndFinal</c>. Prod TK2 capture at
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/// <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson:274</c> is a loss
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/// shown to the player from a real opponent's lethal.</summary>
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LifeLose = 102,
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/// <summary>Player won because opponent retired. Pushed to the survivor on
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/// <c>Retire</c>/<c>Kill</c>. Same player-perspective convention as the Life codes.</summary>
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RetireWin = 105,
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/// <summary>Player lost by retiring. Pushed to the retirer on <c>Retire</c>/<c>Kill</c>.</summary>
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RetireLose = 106,
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}
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