Files
SVSimServer/SVSim.BattleNode/Bridge/MatchContext.cs
gamer147 9ff8948903 docs(battlenode): document four latent low-tier hygiene hazards
Comment-only; behavior-preserving; 231 BattleNode tests green.

- OutboundSequencer._archive: name the unbounded-per-match growth + ack-prune point.
- NodeCrypto.BuildAes: SECURITY remarks on key-derived IV reuse + base64 entropy loss;
  warn against caching the session key.
- MatchContext/BattlePlayer: FOOTGUN notes on reference-based record equality over the deck list.
- RecordTokensFrom: TRUST note on isSelf/idx overwrite; name the idx>deckCount guard for
  untrusted peers (not added — trusted-LAN today).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:11:13 -04:00

49 lines
2.4 KiB
C#

namespace SVSim.BattleNode.Bridge;
/// <summary>
/// Per-battle player snapshot captured at do_matching time and replayed into the
/// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
/// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching
/// and WS connect have no effect on the in-battle render.
/// <para>FOOTGUN: as a record holding <see cref="SelfDeckCardIds"/> (an IReadOnlyList), the
/// synthesized value-equality is reference-based on that list — see <see cref="BattlePlayer"/>.
/// Don't use as a dict key / <c>Distinct()</c> operand without content equality.</para>
/// </summary>
public sealed record MatchContext(
// Player's drafted deck — exactly 30 entries, idx 1..30 paired with the chosen cardIds
// in the order this list provides them. Producer is responsible for the count.
IReadOnlyList<long> SelfDeckCardIds,
// Player class + leader (BattleStartSelfInfo)
/// <summary>The player's class. Rendered onto the wire <c>classId</c> as <c>"1".."8"</c> via
/// <see cref="CardClassWire.ToWireValue"/>; a closed set, so it's typed, not stringly.</summary>
CardClass ClassId,
/// <summary>Leader/skin id on the wire <c>charaId</c>. FREE-FORM, not a class enum: it's the
/// equipped leader-skin id (e.g. <c>"5000123"</c>) when one is chosen, else the class ordinal
/// (<c>"1".."8"</c>). Passed through verbatim — the node never interprets it.</summary>
string CharaId,
string CardMasterName, // current card-master, e.g. "card_master_node_10015"
// Player cosmetics (MatchedSelfInfo)
/// <summary>Account region code, wire <c>country_code</c>. OPEN-ENDED account data (any value,
/// possibly empty); the node never branches on it. <see cref="CountryCodes"/> names the values
/// seen in captures.</summary>
string CountryCode,
string UserName,
string SleeveId,
string EmblemId,
string DegreeId,
int FieldId,
int IsOfficial, // 0 or 1
// Battle-mode hint (the prod do_matching mode id). Named BattleModeId, NOT BattleType, to
// avoid colliding with the <see cref="Sessions.BattleType"/> enum (Pvp/Bot) — a different axis.
// Known values live in <see cref="BattleModes"/> (currently just TK2 == 11). Future modes add
// their own constant.
int BattleModeId);