Files
SVSimServer/SVSim.BattleNode/Lifecycle/ScriptedLifecycle.cs
gamer147 c279b811ad docs(battle-node): project README + docstrings on hosting/lifecycle
Add a per-project README in SVSim.BattleNode/ that covers:
- Architecture (the six concern folders)
- The connect-handshake sequence verified end-to-end at smoke
- A wire-format-gotchas table for the spec divergences caught during
  v1 (headers vs query for credentials, schemeless node URL with
  /socket.io/ path, required card_master_id, required resultCode=1,
  Matched in response to InitBattle not InitNetwork, EIO3 0x04 prefix
  on binary frames, FromJson conditional-expression number-boxing)
- What the v1 scripted opponent does and what is hardcoded
- A "where to extend" table for v2 work
- The full test layout and cross-references to specs/plans

Fill in XML docs on the public surface that previously had none:
- BattleNodeExtensions.AddBattleNode / UseBattleNode (DI + middleware
  wiring, including the pipeline-order note that auth runs before
  UseWebSockets)
- BattleNodeWebSocketHandler class + HandleAsync (the validation chain)
- BattleSession.ComputeResponses (the lifecycle state machine, with
  the NoStock flag's meaning)
- ScriptedLifecycle class (v1 scope, resultCode injection rule,
  pointer to the "where to extend" section)
- MatchingBridge class (mint-id + register flow)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:57:15 -04:00

225 lines
8.5 KiB
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Lifecycle;
/// <summary>
/// v1 hand-rolled scripted opponent. Static frame builders for the five lifecycle uris
/// (Matched / BattleStart / Deal / Swap response / Ready) plus a trivial opponent TurnStart
/// the dispatch pushes after the player's TurnEnd. The values are templated from the TK2
/// captures at <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c> — anything
/// hardcoded here came from a real prod frame.
/// </summary>
/// <remarks>
/// <para>"Scripted" means the opponent never reacts to your plays. We push enough to land
/// you on the mulligan screen, run a real mulligan exchange, give you turn 1, transition
/// to "Opponent's turn…" after your <c>TurnEnd</c>, and then sit there indefinitely. This
/// is the documented v1 stopping point.</para>
/// <para>
/// All builders go through <see cref="EnvelopeForPush"/>, which injects
/// <c>resultCode = 1</c> into every body. The client's <c>OnReceived</c> drops any
/// synchronize push whose <c>resultCode != Success</c> (absent counts as None=0); leaving
/// it off silently breaks the state machine without surfacing an error.
/// </para>
/// <para>To make this less scripted: see the project README §"Where to extend".</para>
/// </remarks>
public static class ScriptedLifecycle
{
/// <summary>
/// CardId used for all 30 entries in the dummy deck. A stable neutral card that exists in
/// every card-master version we care about, so the client can render it without
/// triggering a card-master-mismatch error.
/// </summary>
public static readonly long DummyCardId = 100011010;
/// <summary>
/// Viewer id we present as the opponent on every scripted push. Out-of-range vs. real
/// viewer ids so it can't collide with a real account in the auth pipeline.
/// </summary>
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);
}
}