Before: when the player declared their final winning turn (TurnEndFinal), Scripted mode forwarded it to the bot — which fired a useless 3-frame TurnStart/TurnEnd/Judge burst as if the game were continuing. No BattleFinish was ever pushed, so the client's BattleFinishToOpponentDisConnectChecker (NetworkBattleManagerBase.cs:1640 + BattleFinishToOpponentDisConnectChecker.cs) parked the player on a "waiting for opponent" dialog for 128 seconds, eventually falling through to a synthetic OnDisConnectWin. The user could see "opponent defeated" animations but couldn't proceed to the post-battle screen. After: Scripted TurnEndFinal pushes BattleFinish with result=LifeLose=102 to the player (matches the RESULT_CODE the client expects per NetworkBattleReceiver.cs:963-986; client maps LifeLose → "opponent's life ran out, PLAYER WIN" UI per NetworkBattleManagerBase.cs:1450-1459). Phase transitions to Terminal so RunAsync's PvP-disconnect cascade doesn't synthesize a second BattleFinish on top. No bot burst — the game is over. Wire reference: prod TK2 capture battle-traffic_tk2_regular.ndjson:273-274 shows server pushing TurnEndFinal followed immediately by BattleFinish result:102. BattleResult enum gets the LifeWin=101 / LifeLose=102 values and a corrected docstring. The pre-existing Lose=0 / Win=1 / Consistency=2 values stay (Retire/Kill flow ships them today and works as "no contest" end-of-battle), but their docstring no longer claims they're the WS shape — they were always the HTTP /finish shape, mislabeled. TurnEnd (regular, not final) keeps the existing forward-to-bot behavior in Scripted mode — that's a normal turn boundary, not game end. PvP TurnEndFinal still broadcasts the same TurnEnd+Judge as regular TurnEnd; the actual game-end BattleFinish push in PvP rides the loser's Retire/Kill or the disconnect cascade in RunAsync. 177 battle-node tests passing (was 176; +1 covering the new dispatch arm). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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2.7 KiB