Comment-only; behavior-preserving; 231 BattleNode tests green. - OutboundSequencer._archive: name the unbounded-per-match growth + ack-prune point. - NodeCrypto.BuildAes: SECURITY remarks on key-derived IV reuse + base64 entropy loss; warn against caching the session key. - MatchContext/BattlePlayer: FOOTGUN notes on reference-based record equality over the deck list. - RecordTokensFrom: TRUST note on isSelf/idx overwrite; name the idx>deckCount guard for untrusted peers (not added — trusted-LAN today). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
124 lines
7.6 KiB
C#
124 lines
7.6 KiB
C#
using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
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/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
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/// synthesize the opponent-facing <c>knownList</c>. Generated tokens (cardIds mined from
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/// orderList <c>add</c> ops) are recorded into the SAME
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/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
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internal sealed class BattleSessionState
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{
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/// <summary>The one random value chosen per battle. Every per-battle RNG (shared effect seed,
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/// each side's deck shuffle + idxChangeSeed) derives from it via <see cref="BattleSeeds"/>.
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/// Logged at session start so a battle's randomness is reproducible (future replay).</summary>
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public int MasterSeed { get; }
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/// <param name="masterSeed">Test hook — production uses the random default.</param>
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public BattleSessionState(int? masterSeed = null) =>
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MasterSeed = masterSeed ?? Random.Shared.Next();
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private readonly Dictionary<IBattleParticipant, IReadOnlyList<long>> _shuffledDecks = new();
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/// <summary>This side's deck, shuffled deterministically from <see cref="MasterSeed"/>
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/// (Fisher–Yates). Cached per side. Both the wire selfDeck (Matched) and the reveal map
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/// (<see cref="GetOrSeedDeckMap"/>) read this, so they share one shuffled order.</summary>
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public IReadOnlyList<long> GetShuffledDeck(IBattleParticipant side)
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{
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if (_shuffledDecks.TryGetValue(side, out var cached)) return cached;
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var deck = side.Context.SelfDeckCardIds.ToArray();
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var rng = new Random(BattleSeeds.DeckShuffle(MasterSeed, side.ViewerId));
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for (var i = deck.Length - 1; i > 0; i--)
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{
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var j = rng.Next(i + 1);
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(deck[i], deck[j]) = (deck[j], deck[i]);
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}
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_shuffledDecks[side] = deck;
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return deck;
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}
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public SessionLifecycle Lifecycle { get; set; } = SessionLifecycle.Active;
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public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
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/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
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/// Holds deck cards (idx 1..deckCount, seeded) and generated tokens (idx>deckCount, recorded
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/// from add ops via <see cref="RecordToken"/>).</summary>
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public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
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/// <summary>The sender's idx->cardId map, seeding it from its <see cref="GetShuffledDeck"/> order on
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/// first use. Deck idx = position+1 in the shuffled order, so entry (i+1) -> shuffledDeck[i]. The
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/// wire selfDeck (Matched) is built from the same shuffled order, so the two agree.</summary>
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public IReadOnlyDictionary<int, long> GetOrSeedDeckMap(IBattleParticipant side)
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{
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if (!IdxToCardId.TryGetValue(side, out var map))
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{
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map = new Dictionary<int, long>();
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var deck = GetShuffledDeck(side);
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for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i];
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IdxToCardId[side] = map;
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}
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return map;
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}
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/// <summary>Record a generated token's identity into the side's idx->cardId map (the same map
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/// that holds deck cards). Mined from the sender's <c>orderList</c> <c>add</c> ops by
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/// <see cref="KnownListBuilder.MineAddOps"/>; surfaced later by <c>BuildPlayedCard</c> when the
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/// token is the played card. Deck idxs (1..deckCount) and token idxs (>deckCount) don't
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/// collide — the client allocates token idxs after the deck.</summary>
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public void RecordToken(IBattleParticipant side, int idx, long cardId)
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{
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GetOrSeedDeckMap(side); // ensure the per-side map exists (deck-seeded)
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IdxToCardId[side][idx] = cardId; // overwrite-on-conflict: latest identity wins
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}
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/// <summary>Mine generated-token identities from a sender's <c>orderList</c> <c>add</c> ops and
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/// record each into the correct side's map. <c>isSelf:1</c> → the sender's own token (<paramref
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/// name="from"/>); <c>isSelf:0</c> → a cross-side gift living at that idx in the OPPONENT's index
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/// space (<paramref name="other"/>) — <c>isSelf</c> is the sender's perspective tag on
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/// <c>CardObj.IsPlayer</c> (RegisterToken.cs:22), and a card has a single <c>CardObj.Index</c>, so
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/// the gifted idx is the same slot in the recipient's own map (the one consulted when the recipient
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/// later plays it). Shared by <c>PlayActionsHandler</c> and <c>EchoHandler</c> — an Echo's orderList
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/// carries the same add-op shape (<c>SendCardDataMaker.MakeEchoData</c>), so both mine identically;
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/// Echo is mined but never relayed.</summary>
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public void RecordTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList)
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{
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// TRUST: isSelf is the SENDER's own perspective flag and idx is unbounded, while RecordToken
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// overwrites-on-conflict. A buggy/malicious sender could pass isSelf:0 with a deck-range idx to
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// rewrite the OPPONENT's card identity at a seeded slot. Acceptable for the current trusted-LAN
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// relay; if peers ever become untrusted, gate on `idx > deckCount` here (generated tokens always
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// allocate past the deck) so a sender can't forge over seeded deck cards.
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foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineAddOps(orderList))
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RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId);
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}
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/// <summary>Mine + record choice/Discover-token picks (<see cref="KnownListBuilder.MineChoicePicks"/>)
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/// into the correct side's map, by the same <c>isSelf</c> routing as <see cref="RecordTokensFrom"/>.
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/// The chosen cardId rides the generating send's <c>keyAction.selectCard</c> (not the orderList add
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/// op, which carries candidates only); recorded regardless of the choice's <c>open</c> visibility —
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/// an unplayed idx is never queried, so a stray record is harmless.</summary>
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public void RecordChoicePicksFrom(IBattleParticipant from, IBattleParticipant other, object? orderList, object? keyAction)
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{
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foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineChoicePicks(orderList, keyAction))
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RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId);
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}
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/// <summary>Mine + record copy/clone-token identities (<see cref="KnownListBuilder.MineCopyTokens"/>)
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/// into the correct side's map. A copy's source lives at <c>baseIdx</c> in the actor's own index
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/// space, so the resolution side == the record side, both selected by the same <c>isSelf</c> routing
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/// as <see cref="RecordTokensFrom"/>. Passing the LIVE per-side maps (via
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/// <see cref="GetOrSeedDeckMap"/>, not snapshots) lets a copy that references a plain/choice token
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/// added earlier THIS frame resolve — provided this runs AFTER
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/// <see cref="RecordTokensFrom"/>/<see cref="RecordChoicePicksFrom"/> (the handler orders it last).
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/// Seeding both maps up front matters because a copy-only frame (no concrete/choice add) would never
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/// have hit <see cref="RecordToken"/> yet, leaving the maps unseeded.</summary>
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public void RecordCopyTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList)
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{
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var selfMap = GetOrSeedDeckMap(from);
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var otherMap = GetOrSeedDeckMap(other);
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foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineCopyTokens(orderList, selfMap, otherMap))
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RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId);
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}
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}
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