0ecd565774a694fb0aaebeac19d694caebcc9c7a
Two client-crash bugs in the do_matching response when no partner is waiting: 1. matching_state was 3001 (RC_BATTLE_MATCHING_ILLEGAL); the client's Matching.OnFinishedDoMatching switch maps that to an error dialog, not a retry. The retry state is 3002 (RC_BATTLE_MATCHING_RETRY). 2. node_server_url was omitted entirely. The client's DoMatchingBase.SettingDoMatchingData reads it via data["node_server_url"].ToString() with no Keys.Contains guard, so absence throws KeyNotFoundException out of NetworkManager.Connect before the matching_state switch is even reached. Prod RETRY captures send "" while waiting and the real URL only on SUCCEEDED; match that. battle_id stays absent; its accessor IS guarded. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
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C#
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