Files
SVSimServer/SVSim.BattleNode/Lifecycle/BattleFrameDefaults.cs
gamer147 b229885259 refactor(battle-node): retire hardcoded BattleSeed + ReadyIdxChangeSeed
Both now derive per-battle from the master seed via BattleSeeds; only
animation/UI constants (ReadySpin, rank/battlePoint placeholders) remain in
BattleFrameDefaults.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:21:28 -04:00

30 lines
1.5 KiB
C#

namespace SVSim.BattleNode.Lifecycle;
/// <summary>
/// Default frame constants templated from TK2 prod captures, shared by the
/// server-authored battle-frame builders. Every value here originated in a real prod
/// frame in <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them
/// out of <see cref="ServerBattleFrames"/> makes the magic numerics navigable. The shared effect
/// seed and the deck-shuffle/idxChangeSeed are now derived per-battle from a master seed (see
/// <see cref="BattleSeeds"/>) — only animation/UI constants remain here.
/// </summary>
internal static class BattleFrameDefaults
{
// From frame[5] (BattleStart). Hardcoded; see spec §Deferred plumbing — sourcing these
// from real per-viewer state needs a TK2 rank/battle-point tracker.
public const string PlayerRank = "10";
public const string PlayerBattlePoint = "6270";
// From frame[8] (Ready). Provenance is "what prod sent"; the client doesn't validate. This is
// an animation crank value (shared-RNG spin), NOT gameplay randomness — both clients crank it
// identically and stay synced, so it stays a constant. See the spin-rng audit.
public const int ReadySpin = 243;
/// <summary>
/// Server-pushed Judge frame spin value. Prod varies per push (55, 175, 73, ...) — it's
/// an animation seed, not a stateful value. Fixed at 100 here for test stability;
/// the client's <c>JudgeOperation</c> doesn't read it.
/// </summary>
public const int OpponentJudgeSpin = 100;
}