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>
202 lines
7.2 KiB
C#
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);
|
|
}
|
|
}
|