Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/WireKeys.cs
gamer147 13f902ce58 fix(battlenode): emit real spellboost count in played-card knownList
The node hardcoded knownList.spellboost=0 on every played card. Prod sends
the true accumulated count, which the client reads straight into the card's
cost model; with 0 the opponent computes the card at full price and silently
rejects the play in OperateReceiveChecker.IsPlayCard (PP-over -> ConductError
-> NullOperationCollection -> no render/echo), desyncing the board.

Mine spellboost-count changes from the sender''s orderList alter ops
(MineAlterSpellboosts: a/s/h ops), accumulate per-side idx->count in
BattleSessionState (RecordSpellboostFrom), and surface the current count on
the played card via BuildPlayedCard. Recorded from the authoritative
PlayActions only (never the Echo) and folded in AFTER the played card is
built, since a card''s cost is fixed as it leaves hand and a play that grants
spellboost targets the rest of the hand.

Also adds a [sio-in-body] full-body inbound log to RealParticipant to capture
both clients'' re-simulated responses for PvP RNG verification.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 13:51:40 -04:00

53 lines
2.1 KiB
C#

namespace SVSim.BattleNode.Sessions.Dispatch;
/// <summary>
/// Single source of truth for the inbound-body (RawBody / orderList) wire-key strings the dispatch
/// path reads off the client's frames. These are the SENDER's JSON keys (mirroring the client's
/// <c>SendCardDataMaker</c> / <c>CardObj</c> serialization); a one-character typo at a read site
/// (<c>"isSelf"</c> vs <c>"IsSelf"</c>) silently degrades token resolution with no error, so every
/// read goes through a constant here instead of a repeated literal. Outbound keys stay on the
/// per-DTO <c>[JsonPropertyName]</c> attributes (already single-sourced there).
/// </summary>
internal static class WireKeys
{
// Top-level inbound body keys
public const string OrderList = "orderList";
public const string KeyAction = "keyAction";
public const string PlayIdx = "playIdx";
public const string Type = "type";
public const string TargetList = "targetList";
public const string UList = "uList";
// orderList op keys
public const string Move = "move";
public const string Add = "add";
public const string Idx = "idx";
public const string To = "to";
public const string IsSelf = "isSelf";
public const string Card = "card";
public const string CardId = "cardId";
public const string Candidates = "candidates";
public const string IsChoice = "isChoice";
public const string BaseIdx = "baseIdx";
public const string Alter = "alter";
public const string Spellboost = "spellboost";
// keyAction.selectCard keys
public const string SelectCard = "selectCard";
public const string Open = "open";
// targetList entry keys
public const string TargetIdx = "targetIdx";
// uList entry keys
public const string IdxList = "idxList";
public const string From = "from";
public const string Skill = "skill";
public const string Clan = "clan";
public const string Cost = "cost";
public const string SkillKeyCardIdx = "skillKeyCardIdx";
public const string RandomTargetIdx = "randomTargetIdx";
public const string IsInvoke = "isInvoke";
public const string AttachTarget = "attachTarget";
}