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>
35 lines
1.3 KiB
C#
35 lines
1.3 KiB
C#
using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class LoadedHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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{
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ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
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return Array.Empty<DispatchRoute>();
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}
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// case 6: general — BattleStart (per-perspective) + Deal to the sender.
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if (ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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{
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// A goes first deterministically; B goes second.
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var turnState = ReferenceEquals(ctx.From, ctx.A) ? TurnState.First : TurnState.Second;
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var r = new List<DispatchRoute>
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{
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new(ctx.From, ServerBattleFrames.BuildBattleStart(
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ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, turnState), false),
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new(ctx.From, ServerBattleFrames.BuildDeal(), false),
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};
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ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
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return r;
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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