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
1.8 KiB
C#
35 lines
1.8 KiB
C#
namespace SVSim.BattleNode.Lifecycle;
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/// <summary>
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/// Default frame constants templated from TK2 prod captures, shared by the
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/// server-authored battle-frame builders. Every value here originated in a real prod
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/// frame in <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them
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/// out of <see cref="ServerBattleFrames"/> makes the magic numerics navigable. The shared effect
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/// seed and the deck-shuffle/idxChangeSeed are now derived per-battle from a master seed (see
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/// <see cref="BattleSeeds"/>) — only animation/UI constants remain here.
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/// </summary>
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internal static class BattleFrameDefaults
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{
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// From frame[5] (BattleStart). Hardcoded; see spec §Deferred plumbing — sourcing these
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// from real per-viewer state needs a TK2 rank/battle-point tracker.
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public const string PlayerRank = "10";
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public const string PlayerBattlePoint = "6270";
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// From frame[8] (Ready). Provenance is "what prod sent"; the client doesn't validate. This is
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// an animation crank value (shared-RNG spin), NOT gameplay randomness — both clients crank it
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// identically and stay synced, so it stays a constant. See the spin-rng audit.
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public const int ReadySpin = 243;
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/// <summary>
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/// Server-pushed Judge frame spin value. Prod varies per push (55, 175, 73, ...) — it's
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/// an animation seed, not a stateful value. Fixed at 100 here for test stability;
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/// the client's <c>JudgeOperation</c> doesn't read it.
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/// </summary>
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public const int OpponentJudgeSpin = 100;
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/// <summary>Spin value the PvP relay stamps on the Judge / OpponentTurnStart handover frames
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/// in the deterministic-turn slice. 0 = no animation seed; per-turn spin is deferred
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/// (see the real-spin design). The client self-generates its turn-open and doesn't read it.</summary>
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public const int DeterministicTurnSpin = 0;
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}
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