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