Files
SVSimServer/SVSim.BattleNode/Lifecycle/ScriptedLifecycle.cs
gamer147 77fb93f3ea fix(battle-node): real mulligan card replacement + opponent TurnStart push
Two issues caught during v1 smoke at the mulligan / first-turn boundary:

1) BuildSwapResponse ignored the player's idxList and echoed the same
   3-card hand back. The client diffs the new self[] against the Deal
   to compute "drawn cards" — empty diff against the same hand throws
   "Card swap failed: AbandonCards[X]/DrawCards[]". Replace swapped
   idxs with fresh deck idxs (initial hand was 1/2/3, deck has 4..30
   still available). Same hand must flow into Ready since the client
   diffs again there. Move the hand computation into a new helper
   ComputeHandAfterSwap and have ComputeResponses thread it through
   both BuildSwapResponse and BuildReady.

2) The client doesn't transition to the "Opponent's turn…" display
   on its own after sending TurnEnd — it waits for the server to push
   an opponent TurnStart (per prod TK2 capture line 14). Without it
   the UI just sits on the end-of-turn frame. Add a TurnEnd handler
   that pushes a minimal TurnStart{spin} and transitions to a new
   OpponentTurn phase, which IS the documented v1 stopping point.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:30:44 -04:00

202 lines
7.2 KiB
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Lifecycle;
/// <summary>
/// v1 Path-A scripted opponent. Hand-rolled static frames good enough to land the client on
/// the mulligan screen and let them play turn 1. Templates derived from
/// data_dumps/captures/battle-traffic_tk2_regular.ndjson.
/// </summary>
public static class ScriptedLifecycle
{
/// <summary>30 dummy cardIds — repeats of a stable neutral card.</summary>
public static readonly long DummyCardId = 100011010;
public const long FakeOpponentViewerId = 999_999_999L;
public static MsgEnvelope BuildMatched(long playerViewerId, long opponentViewerId, string battleId)
{
var body = new Dictionary<string, object?>
{
["selfInfo"] = new Dictionary<string, object?>
{
["country_code"] = "KOR",
["userName"] = "Player",
["sleeveId"] = "3000011",
["emblemId"] = "701441011",
["degreeId"] = "300003",
["fieldId"] = 43,
["isOfficial"] = 0,
["oppoId"] = opponentViewerId,
["seed"] = 17548138L,
},
["oppoInfo"] = new Dictionary<string, object?>
{
["country_code"] = "JPN",
["userName"] = "Opponent",
["sleeveId"] = "704141010",
["emblemId"] = "400001100",
["degreeId"] = "120027",
["fieldId"] = 5,
["isOfficial"] = 0,
["oppoId"] = playerViewerId,
["seed"] = 17548138L,
["oppoDeckCount"] = 30,
},
["selfDeck"] = BuildDummyDeck(),
};
return EnvelopeForPush(NetworkBattleUri.Matched, body, bid: battleId);
}
public static MsgEnvelope BuildBattleStart(long playerViewerId)
{
var body = new Dictionary<string, object?>
{
["turnState"] = 0, // player goes first
["battleType"] = 11, // TK2 NetworkBattleType
["selfInfo"] = new Dictionary<string, object?>
{
["rank"] = "10",
["battlePoint"] = "6270",
["classId"] = "1",
["charaId"] = "1",
["cardMasterName"] = "card_master_node_10015",
},
["oppoInfo"] = new Dictionary<string, object?>
{
["rank"] = "1",
["isMasterRank"] = "0",
["battlePoint"] = 0,
["masterPoint"] = "0",
["classId"] = "8",
["charaId"] = "8",
["cardMasterName"] = "card_master_node_10015",
},
};
return EnvelopeForPush(NetworkBattleUri.BattleStart, body);
}
public static MsgEnvelope BuildDeal()
{
var body = new Dictionary<string, object?>
{
["self"] = new List<object?>
{
new Dictionary<string, object?> { ["pos"] = 0, ["idx"] = 1 },
new Dictionary<string, object?> { ["pos"] = 1, ["idx"] = 2 },
new Dictionary<string, object?> { ["pos"] = 2, ["idx"] = 3 },
},
["oppo"] = new List<object?>
{
new Dictionary<string, object?> { ["pos"] = 0, ["idx"] = 1 },
new Dictionary<string, object?> { ["pos"] = 1, ["idx"] = 2 },
new Dictionary<string, object?> { ["pos"] = 2, ["idx"] = 3 },
},
};
return EnvelopeForPush(NetworkBattleUri.Deal, body);
}
/// <summary>
/// Initial 3-card hand idxs from <see cref="BuildDeal"/>. Each position in this array
/// is one card; the value is the card's deck idx.
/// </summary>
private static readonly long[] InitialHand = { 1, 2, 3 };
/// <summary>
/// Compute the player's hand after a mulligan. For every idx in <paramref name="swapIndices"/>
/// that is currently in the hand, replace it with the next unused deck idx (starting at 4,
/// since 1..3 were dealt). Positions of kept cards are preserved.
/// </summary>
public static long[] ComputeHandAfterSwap(IReadOnlyList<long> swapIndices)
{
var hand = (long[])InitialHand.Clone();
var nextDeckIdx = 4L;
for (var pos = 0; pos < hand.Length; pos++)
{
if (swapIndices.Contains(hand[pos]))
{
hand[pos] = nextDeckIdx++;
}
}
return hand;
}
public static MsgEnvelope BuildSwapResponse(IReadOnlyList<long> hand)
{
var body = new Dictionary<string, object?>
{
["self"] = BuildPosIdxList(hand),
};
return EnvelopeForPush(NetworkBattleUri.Swap, body);
}
public static MsgEnvelope BuildReady(IReadOnlyList<long> hand)
{
var body = new Dictionary<string, object?>
{
["self"] = BuildPosIdxList(hand),
// Opponent hand stays at the static 3 cards for v1.
["oppo"] = BuildPosIdxList(InitialHand),
["idxChangeSeed"] = 771335280,
["spin"] = 243,
};
return EnvelopeForPush(NetworkBattleUri.Ready, body);
}
/// <summary>
/// Generic TurnStart push used to transition the client into "Opponent's turn…" state
/// after the player's TurnEnd. v1 doesn't simulate the opponent — once this lands the
/// client sits at the opponent-turn display indefinitely.
/// </summary>
public static MsgEnvelope BuildOpponentTurnStart()
{
var body = new Dictionary<string, object?>
{
["spin"] = 100,
};
return EnvelopeForPush(NetworkBattleUri.TurnStart, body);
}
private static List<object?> BuildPosIdxList(IReadOnlyList<long> hand)
{
var list = new List<object?>(hand.Count);
for (var pos = 0; pos < hand.Count; pos++)
{
list.Add(new Dictionary<string, object?> { ["pos"] = pos, ["idx"] = (int)hand[pos] });
}
return list;
}
private static List<object?> BuildDummyDeck()
{
var deck = new List<object?>(30);
for (var i = 1; i <= 30; i++)
{
deck.Add(new Dictionary<string, object?>
{
["idx"] = i,
["cardId"] = DummyCardId,
});
}
return deck;
}
private static MsgEnvelope EnvelopeForPush(NetworkBattleUri uri, Dictionary<string, object?> body, string? bid = null)
{
// Synchronize-push routing in the client's OnReceived drops any frame whose
// resultCode != Success (1). Absent counts as 0 (None) and is also dropped — so we
// MUST include it on every scripted push, not just InitNetwork ack / BattleFinish.
// See server-to-client.md §"Routing in OnReceived" and the matching prod captures.
body["resultCode"] = (int)ReceiveNodeResultCode.Success;
return new MsgEnvelope(uri,
ViewerId: FakeOpponentViewerId,
Uuid: "node-stub",
Bid: bid,
Try: 0,
Cat: EmitCategory.Battle,
PubSeq: null,
PlaySeq: null, // OutboundSequencer.AssignAndArchive stamps this
Body: body);
}
}