Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/EchoHandler.cs
gamer147 5c3835f4fd feat(battle-node): reveal choice/Discover tokens to opponent
Choice/Discover-into-hand fanfares add a candidates-only token to hand; the
chosen cardId rides keyAction.selectCard on the generating play, not the
orderList add op. Record idx->chosenCardId at generation (candidate-membership
join) so the later play reveals the real identity via the existing
BuildPlayedCard path; forward {type,cardId} to the opponent and strip
selectCard for hidden (open:0) picks (pass through for open:1, provisional).

- KnownListBuilder.MineChoicePicks + StripKeyActionForOpponent (pure)
- BattleSessionState.RecordChoicePicksFrom (reuses IdxToCardId, no new state)
- PlayActionsBroadcastBody.keyAction + KeyActionEntry/SelectCardEntry
- PlayActionsHandler wires both; EchoHandler unchanged (picks ride the send)

Tests (TDD red->green): 8 KnownListBuilder + 2 dispatch + 2 conformance
(shape-locked to tk2_regular L151 generation / L193 reveal). Full suite 976/0.

Spec: docs/superpowers/specs/2026-06-04-battle-node-choice-token-reveal-design.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 08:53:48 -04:00

26 lines
1.4 KiB
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>Echo is the receiver's per-frame ack; the client has no inbound Echo handler, so the
/// node never relays it (bullet-2 audit — relaying would risk an echo->echo storm). It IS mined,
/// though: an Echo's orderList carries the same add-op shape as PlayActions
/// (SendCardDataMaker.MakeEchoData -> MakeCommonSendAndEchoCardData), so it can hold a token's real
/// identity — notably the receiver's own (isSelf:1) view of a cross-side gift. We mine it into the
/// right side's idx->cardId map and still return no routes (mining != relaying).</summary>
internal sealed class EchoHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
{
var orderList = (ctx.Env.Body as RawBody)?.Entries.GetValueOrDefault("orderList");
ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
// No RecordChoicePicksFrom here: choice picks ride keyAction.selectCard on the generating
// SEND, not the receiver's Echo (Echo carries orderList only) — the pick is already
// recorded by PlayActionsHandler. MineChoicePicks(orderList, null) would yield nothing.
}
return Array.Empty<DispatchRoute>();
}
}