Files
SVSimServer/SVSim.BattleNode/Lifecycle/ServerBattleFrames.cs
gamer147 24180d5b4b refactor(battle-node): de-magic wire flags and scattered constants
Quality pass from the 2026-06-04 BattleNode review (audit in the outer
repo). All changes are behavior-preserving — identical wire bytes,
verified by the full 1008-test suite staying green.

- Name scattered magic numbers: crypto key/IV lengths, outbound-sequencer
  base, WS receive buffer / EIO ping / SID length, polite-close timeout,
  upgrade-credential keys, battle-id digit math, deterministic-turn spin.
- resultCode = 1 -> (int)ReceiveNodeResultCode.Success across body records.
- Pong "3" -> EngineIoPacketType.Pong; remove dead NoOpBotParticipant.Touch
  (replace with #pragma warning disable CS0067).
- Wire-flag enums, serialized as numbers via JsonNumberEnumConverter:
  turnState -> TurnState{First,Second}, isSelf -> CardOwner{Opponent,Self},
  open -> ChoiceVisibility{Hidden,Open}.
- isOfficial / isInvoke -> bool / bool? via new NumericBoolJsonConverter
  (reads/writes 0/1; TDD'd). Scoped to the BattleNode wire boundary only;
  MatchContext and the HTTP/AI-start path stay int (AI-start uses -1 as a
  sentinel, so it is not boolean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:46:09 -04:00

160 lines
6.9 KiB
C#

using System.Collections.Immutable;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Lifecycle;
/// <summary>
/// Server-authored battle frames pushed to the client during match setup and teardown
/// (Matched / BattleStart / Deal / Swap response / Ready) plus the post-mulligan hand
/// computation. Used by every battle mode's handshake/mulligan dispatch arms. Hardcoded
/// values are templated from the TK2 prod captures (battle-traffic_tk2_*.ndjson); see
/// <see cref="BattleFrameDefaults"/> for provenance.
/// </summary>
public static class ServerBattleFrames
{
/// <summary>
/// Viewer id we present as the opponent on every server-authored opponent 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(
MatchContext selfCtx, MatchContext oppoCtx,
long selfViewerId, long oppoViewerId,
string battleId, long seed, IReadOnlyList<long> selfDeckOrder) =>
EnvelopeForPush(NetworkBattleUri.Matched,
new MatchedBody(
SelfInfo: new MatchedSelfInfo(
CountryCode: selfCtx.CountryCode,
UserName: selfCtx.UserName,
SleeveId: selfCtx.SleeveId,
EmblemId: selfCtx.EmblemId,
DegreeId: selfCtx.DegreeId,
FieldId: selfCtx.FieldId,
IsOfficial: selfCtx.IsOfficial != 0,
OppoId: oppoViewerId,
Seed: seed),
OppoInfo: new MatchedOppoInfo(
CountryCode: oppoCtx.CountryCode,
UserName: oppoCtx.UserName,
SleeveId: oppoCtx.SleeveId,
EmblemId: oppoCtx.EmblemId,
DegreeId: oppoCtx.DegreeId,
FieldId: oppoCtx.FieldId,
IsOfficial: oppoCtx.IsOfficial != 0,
OppoId: selfViewerId,
Seed: seed,
OppoDeckCount: oppoCtx.SelfDeckCardIds.Count),
SelfDeck: BuildPlayerDeck(selfDeckOrder)),
bid: battleId);
public static MsgEnvelope BuildBattleStart(
MatchContext selfCtx, MatchContext oppoCtx, long selfViewerId, TurnState turnState) =>
EnvelopeForPush(NetworkBattleUri.BattleStart,
new BattleStartBody(
TurnState: turnState, // First = this side goes first, Second = second. Caller decides.
BattleType: selfCtx.BattleType,
SelfInfo: new BattleStartSelfInfo(
Rank: BattleFrameDefaults.PlayerRank,
BattlePoint: BattleFrameDefaults.PlayerBattlePoint,
ClassId: selfCtx.ClassId,
CharaId: selfCtx.CharaId,
CardMasterName: selfCtx.CardMasterName),
OppoInfo: new BattleStartOppoInfo(
// Rank/IsMasterRank/BattlePoint/MasterPoint stay hardcoded —
// PvP rank tracking is deferred (per spec § Out of scope).
Rank: "1",
IsMasterRank: "0",
BattlePoint: 0,
MasterPoint: "0",
ClassId: oppoCtx.ClassId,
CharaId: oppoCtx.CharaId,
CardMasterName: oppoCtx.CardMasterName)));
public static MsgEnvelope BuildDeal() =>
EnvelopeForPush(NetworkBattleUri.Deal,
new DealBody(
Self: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) },
Oppo: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) }));
/// <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. <see cref="ImmutableArray{T}"/> enforces
/// the "read-only constant" contract at the type level — callers cannot mutate it, even
/// accidentally (the prior <c>long[]</c> allowed in-place modification by anyone with the
/// field reference).
/// </summary>
private static readonly ImmutableArray<long> InitialHand = ImmutableArray.Create<long>(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 = InitialHand.ToArray();
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) =>
EnvelopeForPush(NetworkBattleUri.Swap,
new SwapResponseBody(Self: BuildPosIdxList(hand)));
/// <summary>Non-interactive opponent (Bot/AI): oppo is the placeholder
/// <see cref="InitialHand"/>.</summary>
public static MsgEnvelope BuildReady(IReadOnlyList<long> hand, int idxChangeSeed) =>
BuildReady(hand, InitialHand, idxChangeSeed);
/// <summary>Both hands known (the mulligan barrier supplies the opponent's
/// post-mulligan hand).</summary>
public static MsgEnvelope BuildReady(IReadOnlyList<long> selfHand, IReadOnlyList<long> oppoHand, int idxChangeSeed) =>
EnvelopeForPush(NetworkBattleUri.Ready,
new ReadyBody(
Self: BuildPosIdxList(selfHand),
Oppo: BuildPosIdxList(oppoHand),
IdxChangeSeed: idxChangeSeed,
Spin: BattleFrameDefaults.ReadySpin));
private static IReadOnlyList<PosIdx> BuildPosIdxList(IReadOnlyList<long> hand)
{
var list = new List<PosIdx>(hand.Count);
for (var pos = 0; pos < hand.Count; pos++)
{
list.Add(new PosIdx(Pos: pos, Idx: (int)hand[pos]));
}
return list;
}
private static IReadOnlyList<DeckCardRef> BuildPlayerDeck(IReadOnlyList<long> cardIds)
{
var deck = new List<DeckCardRef>(cardIds.Count);
for (var i = 0; i < cardIds.Count; i++)
{
deck.Add(new DeckCardRef(Idx: i + 1, CardId: cardIds[i]));
}
return deck;
}
private static MsgEnvelope EnvelopeForPush(NetworkBattleUri uri, IMsgBody body, string? bid = null) =>
new(uri,
ViewerId: FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: bid,
Try: 0,
Cat: EmitCategory.Battle,
PubSeq: null,
PlaySeq: null,
Body: body);
}