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>
138 lines
12 KiB
Markdown
138 lines
12 KiB
Markdown
# SVSim.BattleNode
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Socket.IO node-server scaffolding for in-battle traffic. Implements the second of the prod 4-server topology — the realtime channel that handles `Matched` / `BattleStart` / `Deal` / per-action `PlayActions` / `Echo` / `TurnEnd` between the client and a server-side opponent.
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**v1 scope** is "scripted thin sequencer": the server accepts a connection, walks a hand-rolled lifecycle from `InitNetwork` to mulligan + first turn + opponent TurnStart, then sits at the opponent's-turn screen indefinitely. No real opponent, no `battleCode` validation, no recovery. v2 work targets each of those.
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The library has **no dependency on `SVSim.EmulatedEntrypoint`**. It exposes one DI seam (`IMatchingBridge`) and one ASP.NET Core integration surface (`AddBattleNode` / `UseBattleNode`). Pulling the node into a separate process later is one interface and one Kestrel binding.
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## Architecture
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```
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SVSim.BattleNode/
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├─ Bridge/ IMatchingBridge — what /do_matching calls to mint a battle id + node URL
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├─ Hosting/ ASP.NET Core extensions + the /socket.io/ endpoint handler
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├─ Lifecycle/ ScriptedLifecycle — the v1 hand-rolled Matched/BattleStart/Deal/Swap/Ready frames
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├─ Protocol/ MsgEnvelope, NetworkBattleUri enum, msgpack ↔ envelope codec
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├─ Reliability/ InboundTracker (pubSeq dedup), OutboundSequencer (playSeq archive), Gungnir
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├─ Sessions/ BattleSession (per-connection state + WS pump), IBattleSessionStore
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└─ Wire/ EIO3 framing, SIO2 framing, NodeCrypto (AES-256-CBC)
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```
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## Connect handshake (verified end-to-end against the real client)
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```
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┌────────┐ ┌────────────┐
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│ Client │ │ BattleNode │
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└────┬───┘ └──────┬─────┘
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│ │
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│ HTTP POST /arena_two_pick_battle/do_matching │ (HTTP host)
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├──────────────────────────────────────────────────────────────►│
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│ ◄── { matching_state:3004, battle_id, node_server_url, │
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│ card_master_id, ... } │
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│ │
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│ WS upgrade ws://<node>/socket.io/ │
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│ headers: BattleId, viewerId=encryptForNode(uid) │
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├──────────────────────────────────────────────────────────────►│ AcceptWebSocketAsync
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│ ◄── EIO3 Open 0{sid,upgrades:[],pingInterval,pingTimeout} │
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│ │
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│ msg: InitNetwork (cat=99/general) │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: InitNetwork{resultCode:1} │
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│ │
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│ MatchingInitBattle: status=Connect; subscribe receiver │
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│ msg: InitBattle (cat=2/matching) │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: Matched{selfInfo,oppoInfo,selfDeck,bid} │
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│ │
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│ client loads decks/scene │
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│ msg: Loaded │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: BattleStart{turnState,battleType,...} │
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│ ◄── synchronize: Deal{self,oppo} │
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│ │
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│ mulligan UI; player chooses cards to swap │
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│ msg: Swap{idxList:[...]} │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: Swap{self:[post-mulligan hand]} │
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│ ◄── synchronize: Ready{self,oppo,idxChangeSeed,spin} │
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│ │
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│ turn 1: TurnStart, PlayActions, ..., TurnEnd │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: TurnStart{spin} (opponent turn signal) │
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│ │
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│ sits at "Opponent's turn…" — v1 stopping point │
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```
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Each push from us carries a contiguous `playSeq`; client-emit `pubSeq` is echoed back via the Socket.IO ack callback. `Gungnir` runs a 5s alive heartbeat in parallel reporting `scs:ONLINE,ocs:ONLINE`.
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## Wire-format gotchas (discovered during v1 smoke)
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These are not in the original protocol docs and tripped us during the smoke walkthrough — leaving them here so the next reader doesn't repeat the diagnosis.
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| Spec said | Actual wire | Where it shows up |
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|---|---|---|
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| `AdditionalQueryParams` on the WS upgrade | **HTTP request headers**, not query string. BestHTTP misnames the API. | `BattleNodeWebSocketHandler.ReadCredential` reads `BattleId` / `viewerId` from headers first, query as fallback (for tests). |
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| `node_server_url` ws://host:port | `host:port/socket.io/` — **no scheme prefix**, **path included**. | `BattleNodeOptions.NodeServerUrl` default + `do_matching` response. |
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| `card_master_id` optional | **Required** when `matching_state ∈ {3004,3007,3011}` — no `Keys.Contains` guard client-side. | Added to `DoMatchingResponseDto` with default `1`. |
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| `resultCode` optional on pushes | **Required = 1** on every scripted synchronize frame; missing means "drop in error handler". | `ScriptedLifecycle.EnvelopeForPush` injects it. |
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| Matched in response to InitNetwork | **InitBattle**. Matched in response to InitNetwork lands before the client's matching handler is subscribed and silently drops. | See dispatch in `BattleSession.ComputeResponses`. |
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| WS binary frames carry raw msgpack | EIO3 prefixes binary frames with `0x04` (Message type byte), same as the leading digit on text frames. | `BattleSession.RunAsync` strips on read; `EncodeAndSendAsync` prepends on send. |
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There's also a JSON parsing pitfall worth knowing about (and that broke the mulligan): the inline conditional `el.TryGetInt64(out var l) ? l : el.GetDouble()` unifies its branches to the common implicit-convertible type. Since `long → double` is implicit, the long silently widens to double, and `OfType<long>` downstream drops every entry. See `MsgEnvelope.ParseNumber` for the fix — keep number parsing in a separate method so each branch boxes its own runtime type.
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## v1 scripted opponent — what the client sees
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Hardcoded in `ScriptedLifecycle`:
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- **Your deck** is 30 copies of `cardId = 100011010` (a neutral card stable across card-master versions). Your actual TK2 draft is ignored.
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- **Your leader** is `classId="1"`, `charaId="1"` regardless of class you drafted.
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- **Opponent** is a fixed silhouette: `classId="8"`, KOR sleeve/emblem/degree, viewer id `999999999`.
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- **Battle seed** is `17548138L` in both info blocks (the seed is *shared* per battle per the spec).
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- **Mulligan** does real card replacement: any idx in your `idxList` is swapped for the next unused deck idx (`1..3` dealt, so `4..30` are pool).
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- **Opponent's turn** never actually does anything — we push a single `TurnStart{spin:100}` after your `TurnEnd` so the UI transitions to the opponent-turn display, then sit.
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## Where to extend
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| You want to | Touch |
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|---|---|
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| Use the real drafted deck | `ScriptedLifecycle.BuildMatched` (`selfDeck`) + the `IMatchingBridge` to plumb the viewer's TK2 run state through |
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| Show the real drafted class | `ScriptedLifecycle.BuildBattleStart` (`selfInfo.classId/charaId`) — read from the same source |
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| Add a real AI opponent | Replace the static dispatch in `BattleSession.ComputeResponses` (`TurnEnd → opponent TurnStart` case) with one that drives a decision engine. The `OutboundSequencer` already assigns `playSeq` for whatever you push. |
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| Implement recovery | `IBattleSessionStore` already keeps the pending registry. Add a per-battle archive (the `OutboundSequencer.Archive` already retains every assigned-playSeq push) and bind it to the HTTP `/battle/get_recovery_params` endpoint. |
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| Validate `battleCode` | Port `NetworkConsistency.GetConsistency` from the client decompilation. Hook into `BattleSession.HandleMsgEventAsync` on `TurnEnd` / `Judge`. |
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| Type the `orderList` register actions | Spec at `docs/api-spec/in-battle/register-actions.md` catalogs the eight shapes observed in TK2 captures. Build a discriminated union; replace `Dictionary<string, object?>` in the `Body` for the relevant URIs. |
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## Test layout
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```
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SVSim.UnitTests/BattleNode/
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├─ Bridge/ MatchingBridgeTests (3 tests — mint id, dedup, format)
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├─ Integration/ BattleNodeFlowTests (end-to-end via WebApplicationFactory)
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│ RawSocketIoTestClient (test helper)
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├─ Lifecycle/ ScriptedLifecycleTests (11 tests)
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├─ Protocol/ MsgEnvelopeTests (4 tests incl. number-array regression)
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│ MsgPayloadCodecTests (2 tests — roundtrip + known vector)
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├─ Reliability/ GungnirTests / InboundTrackerTests / OutboundSequencerTests
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├─ Sessions/ BattleSessionDispatchTests (8 tests — phase-state machine)
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│ InMemoryBattleSessionStoreTests
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└─ Wire/ NodeCryptoTests (with fixed-vector regression)
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EngineIoFrameTests
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SocketIoFrameTests (incl. binary attachment + JSON escaping)
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```
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Total ~71 BattleNode-scoped tests. The integration test boots the EmulatedEntrypoint host via `SVSimTestFactory`, mints a battle through `IMatchingBridge`, opens a TestServer WebSocket, and walks the full handshake through Ready. It exercises every layer.
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## Related docs
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- `docs/api-spec/in-battle/transport.md` — Socket.IO + AES-for-node wire format, with smoke corrections inline.
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- `docs/api-spec/in-battle/matching.md` — `do_matching` bridge + client state machine.
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- `docs/api-spec/in-battle/server-to-client.md`, `client-to-server.md` — per-uri frame shapes.
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- `docs/api-spec/in-battle/register-actions.md` — `orderList` action catalog (for v2).
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- `docs/api-spec/in-battle/reliability.md` — pubSeq/playSeq stocking + Gungnir.
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- `docs/api-spec/in-battle/recovery.md` — the reconnect handshake (deferred to v2).
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- `docs/operations/battle-node-smoke.md` — manual end-to-end checklist.
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- `docs/operations/battle-node-smoke-walkthrough.md` — annotated walkthrough with per-step diagnostics.
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- `docs/superpowers/specs/2026-05-31-battle-node-transport-design.md` — v1 design.
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- `docs/superpowers/plans/2026-05-31-battle-node-transport.md` — v1 implementation plan.
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