refactor(battle-node): unify TurnEndFinal / Retire-Kill / gameplay-forwarder dispatch across types
Three dispatch arms had Type-based branching that was either wrong or
unnecessary. Unified per the audit doc's recommended order, grounded in
verified facts about each participant's PushAsync.
(1) TurnEndFinal — was branched: PvP broadcast TurnEnd+Judge (wrong on a
game-end signal); Scripted pushed BattleFinish(LifeWin). Unified:
- forward the envelope to other (matches prod TK2 capture
battle-traffic_tk2_regular.ndjson:273 — loser receives TurnEndFinal
from server before BattleFinish)
- push BattleFinish(LifeWin) to from (winner)
- push BattleFinish(LifeLose) to other (loser)
- Phase → Terminal
Requires ScriptedBotParticipant.PushAsync to no longer fire its 3-frame
burst on TurnEndFinal (previously it reacted to both TurnEnd and
TurnEndFinal). The dispatch arm now owns TurnEndFinal's response; the
bot reacting too would race with the BattleFinish push. Bot still
fires on regular TurnEnd as before.
(2) Retire / Kill — was branched: PvP pushed Lose=0 (NotFinish) /
Win=1 (NoContest); Scripted pushed BuildBattleFinishNoContest() (Win=1).
Both shipped wrong RESULT_CODE values; the audit doc's outstanding item
documented this. Unified:
- push BattleFinish(RetireLose=106) to from (the retirer)
- push BattleFinish(RetireWin=105) to other (the survivor)
- Phase → Terminal
Added RetireWin=105 / RetireLose=106 to BattleResult enum with the
same player-perspective convention.
(3) PvP gameplay forwarder (TurnStart / PlayActions / Echo /
TurnEndActions / JudgeResult) — had a redundant `Type == BattleType.Pvp`
guard. Verified that BothAfterReady() is naturally only true when both
participants are RealParticipant (ScriptedBot / NoOpBot don't implement
IHasHandshakePhase per RealParticipant.cs:20-23 / Participants/*.cs grep).
Dropped the redundant guard.
Bot type still has its dedicated InitBattle/Loaded/TurnEnd arms above
the unified ones, so Bot-specific behavior is unchanged.
Tests: 177 battle-node tests passing.
- Updated 9 tests to match the unified dispatch (paired BattleFinish
pushes, correct RESULT_CODE values, forwarded TurnEndFinal envelope).
- ScriptedBotParticipantTests.PushAsync_TurnEndFinal_* rewritten to
assert the bot does NOT fire on TurnEndFinal (was asserting it did).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -54,15 +54,21 @@ public enum BattleResult
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/// Wire-equivalent of <c>RESULT_CODE.Invalid = 2</c>. Don't use for new code.</summary>
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Consistency = 2,
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/// <summary>Player won by reducing opponent's life to 0. Pushed by Scripted mode
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/// on the player's <c>TurnEndFinal</c> emit. Routes through the client switch to
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/// <summary>Player won by reducing opponent's life to 0. Pushed to the winner
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/// on <c>TurnEndFinal</c>. Routes through the client switch to
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/// <c>InitiateGameEndSequence(hasWon: true)</c>.</summary>
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LifeWin = 101,
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/// <summary>Player lost by their own life dropping to 0. Not currently emitted
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/// by Scripted mode — the bot can't kill the player — but listed for completeness
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/// and for the prod TK2 capture at
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/// <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson:274</c> (a loss the
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/// player suffered to a real opponent).</summary>
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/// <summary>Player lost by their own life dropping to 0. Pushed to the loser on
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/// the opponent's <c>TurnEndFinal</c>. Prod TK2 capture at
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/// <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson:274</c> is a loss
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/// shown to the player from a real opponent's lethal.</summary>
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LifeLose = 102,
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/// <summary>Player won because opponent retired. Pushed to the survivor on
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/// <c>Retire</c>/<c>Kill</c>. Same player-perspective convention as the Life codes.</summary>
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RetireWin = 105,
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/// <summary>Player lost by retiring. Pushed to the retirer on <c>Retire</c>/<c>Kill</c>.</summary>
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RetireLose = 106,
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}
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@@ -239,50 +239,29 @@ public sealed class BattleSession
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// Bot type: no-op (NoOpBot swallows; client handles its own turn end).
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break;
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// TurnEndFinal: client signals the player's FINAL turn is over (they hit a
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// game-end condition — usually killed opponent's leader). The client computes
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// win/loss locally; the server's job is just to push back a wire BattleFinish
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// so the client's BattleFinishToOpponentDisConnectChecker doesn't fire.
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// Reference: prod TK2 capture battle-traffic_tk2_regular.ndjson:273-274 shows
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// TurnEndFinal followed immediately by BattleFinish.
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// TurnEndFinal: client signals the player's FINAL turn is over (game-end
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// condition met, usually killed opponent's leader). Unified across types:
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// forward the envelope to other (matches prod TK2 capture
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// battle-traffic_tk2_regular.ndjson:273 — loser-side receives TurnEndFinal
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// from server before BattleFinish), then push BattleFinish per-side with
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// player-perspective codes (LifeWin to winner, LifeLose to loser).
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// ScriptedBotParticipant no longer reacts to TurnEndFinal (only TurnEnd) —
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// this dispatch arm owns it. NoOpBotParticipant swallows. Phase → Terminal
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// so the RunAsync cascade doesn't synthesize a follow-up BattleFinish.
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case NetworkBattleUri.TurnEndFinal when phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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if (Type == BattleType.Pvp && BothAfterReady())
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{
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// PvP: same broadcast as regular TurnEnd. The actual game-end push (a
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// separate BattleFinish frame to the survivor) is driven by the loser's
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// Retire/Kill or the disconnect cascade in RunAsync — not here.
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var turnEndBroadcast = BuildTurnEndBroadcast();
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var judgeBroadcast = BuildJudgeBroadcast();
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result.Add((from, turnEndBroadcast, false));
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result.Add((other, turnEndBroadcast, false));
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result.Add((from, judgeBroadcast, false));
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result.Add((other, judgeBroadcast, false));
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}
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else if (Type == BattleType.Scripted)
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{
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// Push BattleFinish with LifeWin=101 — names are from the player's
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// perspective: "I won by life". Verified end-to-end via
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// FinishBattleEffect:1289-1315 → InitiateGameEndSequence(hasWon: true) →
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// WIN UI. Don't forward to bot (no next turn). Phase → Terminal so the
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// RunAsync cascade doesn't synthesize a follow-up BattleFinish.
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result.Add((other, env, false));
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result.Add((from, BuildBattleFinish(BattleResult.LifeWin), true));
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result.Add((other, BuildBattleFinish(BattleResult.LifeLose), true));
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Phase = BattleSessionPhase.Terminal;
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}
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// Bot type: no-op (rank-battle finish is HTTP-driven via /ai_*/finish).
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break;
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// Retire / Kill: sender concedes (Retire) or the client requested an immediate
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// terminate (Kill). Unified across types: push BattleFinish per-side with the
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// proper retire codes. Bots swallow their push (no real-opponent state).
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case NetworkBattleUri.Retire:
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case NetworkBattleUri.Kill:
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if (Type == BattleType.Pvp)
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{
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result.Add((from, BuildBattleFinish(BattleResult.Lose), true));
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result.Add((other, BuildBattleFinish(BattleResult.Win), true));
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}
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else
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{
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// Scripted (and future Bot) — sender wins by default (no real opponent).
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result.Add((from, BuildBattleFinishNoContest(), true));
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}
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result.Add((from, BuildBattleFinish(BattleResult.RetireLose), true));
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result.Add((other, BuildBattleFinish(BattleResult.RetireWin), true));
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Phase = BattleSessionPhase.Terminal;
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break;
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@@ -304,14 +283,17 @@ public sealed class BattleSession
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result.Add((other, env, false));
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break;
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// --- PvP gameplay forwarding (post-AfterReady).
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// Order matters: this MUST come after the FakeOpponentViewerId arms so
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// Scripted bot emissions don't fall into the PvP forwarder.
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case NetworkBattleUri.TurnStart when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.PlayActions when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.Echo when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.TurnEndActions when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.JudgeResult when Type == BattleType.Pvp && BothAfterReady():
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// Gameplay-frame forwarding (post-AfterReady). Unified across types:
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// BothAfterReady() is only true when both participants are RealParticipants
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// (ScriptedBot/NoOpBot don't implement IHasHandshakePhase so their Phase is
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// always null), so this arm naturally fires for PvP only. Order matters:
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// this MUST come after the FakeOpponentViewerId arms so Scripted bot
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// emissions don't fall into this forwarder.
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case NetworkBattleUri.TurnStart when BothAfterReady():
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case NetworkBattleUri.PlayActions when BothAfterReady():
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case NetworkBattleUri.Echo when BothAfterReady():
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case NetworkBattleUri.TurnEndActions when BothAfterReady():
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case NetworkBattleUri.JudgeResult when BothAfterReady():
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result.Add((other, env, false));
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break;
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@@ -37,9 +37,12 @@ public sealed class ScriptedBotParticipant : IBattleParticipant
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public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
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{
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// v1.2 behavior: react to the player's TurnEnd / TurnEndFinal with the
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// three-frame burst. Everything else is silently swallowed.
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if (envelope.Uri is NetworkBattleUri.TurnEnd or NetworkBattleUri.TurnEndFinal)
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// React to the player's TurnEnd with the three-frame burst (TurnStart / TurnEnd /
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// Judge) — that's the v1.2 "scripted bot takes its turn" behavior. Everything else
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// (including TurnEndFinal) is silently swallowed: TurnEndFinal is the player's
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// game-end signal and is handled directly by the BattleSession dispatch arm, which
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// pushes BattleFinish per-side; the bot doesn't need to react.
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if (envelope.Uri is NetworkBattleUri.TurnEnd)
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{
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
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@@ -281,9 +281,10 @@ public class BattleNodeFlowTests
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Assert.That(bFinish.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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var aBody = (RawBody)aFinish.Body;
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var bBody = (RawBody)bFinish.Body;
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// BattleResult.Lose = 0, Win = 1.
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Assert.That((long)aBody.Entries["result"]!, Is.EqualTo((long)SVSim.BattleNode.Protocol.BattleResult.Lose));
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Assert.That((long)bBody.Entries["result"]!, Is.EqualTo((long)SVSim.BattleNode.Protocol.BattleResult.Win));
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// BattleResult.RetireLose = 106 (retirer), RetireWin = 105 (survivor). Player-
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// perspective codes per the FinishBattleEffect trace.
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Assert.That((long)aBody.Entries["result"]!, Is.EqualTo((long)SVSim.BattleNode.Protocol.BattleResult.RetireLose));
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Assert.That((long)bBody.Entries["result"]!, Is.EqualTo((long)SVSim.BattleNode.Protocol.BattleResult.RetireWin));
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}
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[Test]
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@@ -83,18 +83,13 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Scripted_TurnEndFinal_pushes_BattleFinish_LifeWin_to_player_and_terminates()
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public void Scripted_TurnEndFinal_forwards_envelope_and_pushes_paired_BattleFinish()
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{
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// Regression for the BattleFinishToOpponentDisConnectChecker softlock — when the
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// player declares their final winning turn (TurnEndFinal), the server must push a
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// wire BattleFinish so the client doesn't park on "waiting for opponent" for 128s.
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//
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// Wire-result direction: RESULT_CODE names are FROM THE PLAYER'S PERSPECTIVE.
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// LifeWin=101 = "I won by life". The client's FinishBattleEffect:1289-1315 then
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// routes this through InitiateGameEndSequence(hasWon: true) → WIN UI. (An earlier
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// version of this test asserted LifeLose=102 — that pushed LOSE UI in live test,
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// matching the inversion documented in
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// docs/audits/battle-node-sio-events-2026-06-02.md Addendum.)
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// Unified TurnEndFinal handling: forward the envelope to other (matches prod
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// capture battle-traffic_tk2_regular.ndjson:273) + push BattleFinish per-side
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// with player-perspective codes (LifeWin to winner, LifeLose to loser).
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// In Scripted mode the "loser" is a ScriptedBotParticipant; the loser-side
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// BattleFinish push is harmless (bot swallows non-TurnEnd URIs).
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var (s, a, b) = NewSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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@@ -102,17 +97,29 @@ public class BattleSessionDispatchTests
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
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Assert.That(routes.Count, Is.EqualTo(1),
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"Scripted TurnEndFinal must push exactly one frame (BattleFinish); no bot 3-frame burst.");
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Assert.That(routes[0].Target, Is.SameAs(a),
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"BattleFinish goes to the player who declared the final turn, not the bot.");
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[0].NoStock, Is.True,
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"BattleFinish is a no-stock control push (matches the Retire/Kill arm).");
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Assert.That(routes[0].Frame.Body, Is.InstanceOf<SVSim.BattleNode.Protocol.Bodies.BattleFinishBody>());
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var body = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[0].Frame.Body;
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Assert.That(body.Result, Is.EqualTo(BattleResult.LifeWin),
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"Wire result must be RESULT_CODE.LifeWin (101) — names are player-perspective; client routes this to WIN UI.");
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Assert.That(routes.Count, Is.EqualTo(3),
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"TurnEndFinal must produce: forwarded envelope + BattleFinish(LifeWin) to from + BattleFinish(LifeLose) to other.");
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// Route 0: forwarded TurnEndFinal envelope to other.
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEndFinal));
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// Route 1: BattleFinish(LifeWin) to from (the winner who declared the final turn).
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Assert.That(routes[1].Target, Is.SameAs(a));
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Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[1].NoStock, Is.True);
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var winBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[1].Frame.Body;
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Assert.That(winBody.Result, Is.EqualTo(BattleResult.LifeWin),
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"Winner gets LifeWin (101) — player-perspective: 'I won by life' → WIN UI.");
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// Route 2: BattleFinish(LifeLose) to other (the loser).
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Assert.That(routes[2].Target, Is.SameAs(b));
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Assert.That(routes[2].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[2].NoStock, Is.True);
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var loseBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[2].Frame.Body;
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Assert.That(loseBody.Result, Is.EqualTo(BattleResult.LifeLose),
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"Loser gets LifeLose (102) — player-perspective: 'I lost by life' → LOSE UI.");
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal),
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"Session must transition to Terminal so the RunAsync cascade doesn't synthesize a second BattleFinish.");
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}
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@@ -189,28 +196,46 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Retire_pushes_BattleFinish_no_contest_terminates()
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public void Retire_pushes_paired_BattleFinish_RetireLose_to_from_and_RetireWin_to_other()
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{
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var (s, a, _) = NewSession();
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var (s, a, b) = NewSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes.Count, Is.EqualTo(2));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[0].NoStock, Is.True);
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var loseBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[0].Frame.Body;
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Assert.That(loseBody.Result, Is.EqualTo(BattleResult.RetireLose),
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"Retirer gets RetireLose=106 — player-perspective: 'I lost by retire'.");
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Assert.That(routes[1].Target, Is.SameAs(b));
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Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[1].NoStock, Is.True);
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var winBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[1].Frame.Body;
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Assert.That(winBody.Result, Is.EqualTo(BattleResult.RetireWin),
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"Survivor gets RetireWin=105. In Scripted mode the bot swallows it; in PvP the opponent renders 'opponent retired'.");
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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[Test]
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public void Kill_pushes_BattleFinish_no_contest_terminates()
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public void Kill_pushes_paired_BattleFinish_RetireLose_to_from_and_RetireWin_to_other()
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{
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var (s, a, _) = NewSession();
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var (s, a, b) = NewSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Kill));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes.Count, Is.EqualTo(2));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[0].NoStock, Is.True);
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var loseBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[0].Frame.Body;
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Assert.That(loseBody.Result, Is.EqualTo(BattleResult.RetireLose));
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Assert.That(routes[1].Target, Is.SameAs(b));
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Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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var winBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[1].Frame.Body;
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Assert.That(winBody.Result, Is.EqualTo(BattleResult.RetireWin));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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@@ -395,17 +420,29 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Pvp_TurnEndFinal_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
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public void Pvp_TurnEndFinal_from_A_forwards_envelope_to_B_and_pushes_paired_BattleFinish()
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{
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// Same unified handling as Scripted — A is the winner, B is the loser.
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
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Assert.That(routes.Count, Is.EqualTo(4));
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Assert.That(routes.Select(r => r.Frame.Uri).Distinct(),
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Is.EquivalentTo(new[] { NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge }));
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Assert.That(routes.Count, Is.EqualTo(3));
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEndFinal));
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Assert.That(routes[1].Target, Is.SameAs(a));
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Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(((BattleFinishBody)routes[1].Frame.Body).Result, Is.EqualTo(BattleResult.LifeWin));
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Assert.That(routes[2].Target, Is.SameAs(b));
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Assert.That(routes[2].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(((BattleFinishBody)routes[2].Frame.Body).Result, Is.EqualTo(BattleResult.LifeLose));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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[Test]
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@@ -421,7 +458,7 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Pvp_Retire_from_A_pushes_BattleFinish_Lose_to_A_and_Win_to_B()
|
||||
public void Pvp_Retire_from_A_pushes_RetireLose_to_A_and_RetireWin_to_B()
|
||||
{
|
||||
var (s, a, b) = NewPvpSession();
|
||||
DriveToAfterReady(s, a);
|
||||
@@ -433,9 +470,9 @@ public class BattleSessionDispatchTests
|
||||
var aRoute = routes.Single(r => ReferenceEquals(r.Target, a));
|
||||
var bRoute = routes.Single(r => ReferenceEquals(r.Target, b));
|
||||
Assert.That(aRoute.Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
|
||||
Assert.That(((BattleFinishBody)aRoute.Frame.Body).Result, Is.EqualTo(BattleResult.Lose));
|
||||
Assert.That(((BattleFinishBody)aRoute.Frame.Body).Result, Is.EqualTo(BattleResult.RetireLose));
|
||||
Assert.That(bRoute.Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
|
||||
Assert.That(((BattleFinishBody)bRoute.Frame.Body).Result, Is.EqualTo(BattleResult.Win));
|
||||
Assert.That(((BattleFinishBody)bRoute.Frame.Body).Result, Is.EqualTo(BattleResult.RetireWin));
|
||||
Assert.That(aRoute.NoStock, Is.True);
|
||||
Assert.That(bRoute.NoStock, Is.True);
|
||||
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
|
||||
@@ -455,15 +492,20 @@ public class BattleSessionDispatchTests
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Scripted_Retire_still_pushes_BattleFinish_Win_to_sender_only()
|
||||
public void Scripted_Retire_pushes_RetireLose_to_player_and_RetireWin_to_bot()
|
||||
{
|
||||
// Regression guard — Phase 1 behavior preserved for Scripted.
|
||||
var (s, a, _) = NewSession();
|
||||
// Unified with PvP — paired BattleFinish per-side. In Scripted mode the "loser"
|
||||
// is a ScriptedBotParticipant; its loser-side push is swallowed (it only reacts
|
||||
// to TurnEnd). The wire-correct codes are still emitted in case future work
|
||||
// wants to inspect them or run a real two-real-participant session.
|
||||
var (s, a, b) = NewSession();
|
||||
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
|
||||
|
||||
Assert.That(routes.Count, Is.EqualTo(1));
|
||||
Assert.That(routes.Count, Is.EqualTo(2));
|
||||
Assert.That(routes[0].Target, Is.SameAs(a));
|
||||
Assert.That(((BattleFinishBody)routes[0].Frame.Body).Result, Is.EqualTo(BattleResult.Win));
|
||||
Assert.That(((BattleFinishBody)routes[0].Frame.Body).Result, Is.EqualTo(BattleResult.RetireLose));
|
||||
Assert.That(routes[1].Target, Is.SameAs(b));
|
||||
Assert.That(((BattleFinishBody)routes[1].Frame.Body).Result, Is.EqualTo(BattleResult.RetireWin));
|
||||
}
|
||||
|
||||
private static (BattleSession, FakeRealParticipant, FakeParticipant) NewBotSession()
|
||||
@@ -593,9 +635,11 @@ public class BattleSessionDispatchTests
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Bot_Retire_pushes_BattleFinish_Win_to_sender()
|
||||
public void Bot_Retire_pushes_paired_BattleFinish_RetireLose_to_player_RetireWin_to_bot()
|
||||
{
|
||||
var (s, a, _) = NewBotSession();
|
||||
// Unified Retire/Kill dispatch — same paired push as Scripted and PvP.
|
||||
// NoOpBotParticipant swallows its push.
|
||||
var (s, a, b) = NewBotSession();
|
||||
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
||||
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
||||
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
||||
@@ -603,9 +647,11 @@ public class BattleSessionDispatchTests
|
||||
|
||||
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
|
||||
|
||||
Assert.That(routes.Count, Is.EqualTo(1));
|
||||
Assert.That(routes.Count, Is.EqualTo(2));
|
||||
Assert.That(routes[0].Target, Is.SameAs(a));
|
||||
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
|
||||
Assert.That(((BattleFinishBody)routes[0].Frame.Body).Result, Is.EqualTo(BattleResult.RetireLose));
|
||||
Assert.That(routes[1].Target, Is.SameAs(b));
|
||||
Assert.That(((BattleFinishBody)routes[1].Frame.Body).Result, Is.EqualTo(BattleResult.RetireWin));
|
||||
}
|
||||
|
||||
private static (BattleSession, FakeRealParticipant, FakeRealParticipant) NewPvpSession()
|
||||
|
||||
@@ -28,22 +28,20 @@ public class ScriptedBotParticipantTests
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task PushAsync_TurnEndFinal_fires_three_FrameEmitted_in_order()
|
||||
public async Task PushAsync_TurnEndFinal_does_NOT_fire_burst()
|
||||
{
|
||||
// Same burst as TurnEnd — TurnEndFinal is the game-ending variant but the
|
||||
// bot's response shape is unchanged for v1.2 behaviour preservation.
|
||||
// TurnEndFinal is the game-end signal — owned by BattleSession's TurnEndFinal
|
||||
// dispatch arm, which pushes BattleFinish per-side. The bot no longer reacts to
|
||||
// it; reacting would race the BattleFinish with the no-longer-needed 3-frame
|
||||
// burst. Only regular TurnEnd triggers the burst.
|
||||
var p = new ScriptedBotParticipant();
|
||||
var emitted = new List<NetworkBattleUri>();
|
||||
p.FrameEmitted += (env, _) => { emitted.Add(env.Uri); return Task.CompletedTask; };
|
||||
var fired = 0;
|
||||
p.FrameEmitted += (_, _) => { fired++; return Task.CompletedTask; };
|
||||
|
||||
await p.PushAsync(NewEnvelope(NetworkBattleUri.TurnEndFinal), noStock: false, CancellationToken.None);
|
||||
|
||||
Assert.That(emitted, Is.EqualTo(new[]
|
||||
{
|
||||
NetworkBattleUri.TurnStart,
|
||||
NetworkBattleUri.TurnEnd,
|
||||
NetworkBattleUri.Judge,
|
||||
}));
|
||||
Assert.That(fired, Is.EqualTo(0),
|
||||
"TurnEndFinal must not trigger the bot's burst — the dispatch arm pushes BattleFinish directly.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
||||
Reference in New Issue
Block a user