99129c786cd403338339cd5f927a0911986181c4
#3: SocketIoFrame.Parse now range-checks the packet type char (was unchecked cast — any char outside 0-6 produced an undefined enum value) and uses int.TryParse for ack-id (was int.Parse — a >10-digit ack-id threw OverflowException, tearing down the WS mid-game). Both now throw ArgumentException consistently. The read loop in RealParticipant wraps both EIO and SIO parse calls with try-catch so a malformed frame is logged and skipped instead of killing the battle. #4: MatchedSelfInfo/MatchedOppoInfo OppoId and Seed narrowed from long to int. The client reads both with Convert.ToInt32 inside a swallowing try/catch — any value > int.MaxValue silently dropped the Matched event, preventing the battle from starting. Seed was already int-range (BattleSeeds.Stable returns int); OppoId (viewer ID) is ~847M in captures, well under int.MaxValue. The narrowing cast now happens explicitly in ServerBattleFrames.BuildMatched at the wire boundary. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
Languages
C#
100%