feat(matching): move BotRoster from hardcoded fixture to DB-backed seed
Phase 3 shipped the AI rank battle bot pool as a hardcoded 8-entry list inlined in SVSim.EmulatedEntrypoint/Matching/BotRoster.cs — editing meant recompiling. Per PLAN.md 2026-06-02 item (d), move it to a Bootstrap importer so the roster lives in seeds/bot-roster.json and the DB. Shape mirrors PracticeOpponent end-to-end: - BotRosterEntry (SVSim.Database/Models) — PK = AiId via the Id passthrough pattern. DbSet<BotRosterEntry> BotRoster on SVSimDbContext. - AddBotRoster migration (DDL only, per migrations-are-DDL-only rule). - seeds/bot-roster.json — 8 rows preserving the current prod-verified cosmetic ids (sleeve 704141010 / emblem 400001100 / degree 120027 / field 5) and series-1 ai_ids from rm_ai_setting.csv (1111..1181). - BotRosterSeed POCO + BotRosterImporter (idempotent upsert keyed by AiId, leaves seed-missing rows intact). Wired into SVSim.Bootstrap/Program.cs next to PracticeOpponentImporter. - IGlobalsRepository.GetBotRoster() + impl. IBotRoster.Pick → PickAsync because BotRoster now depends on the transient IGlobalsRepository. RankBattleController awaits the new signature. The deterministic hash-on-ctx invariant (same ctx → same bot, so /ai_<fmt>/start retries pick the same opponent) is preserved. DI: AddSingleton<IBotRoster> → AddTransient (matches IGlobalsRepository's lifetime). Test fixture's SeedGlobalsAsync also runs the importer so RankBattleControllerTests + the rewritten BotRosterTests both see seeded rows. Tests: 931 → 936 passing. Existing 3 BotRosterTests reshaped for the DB backing + 1 new "throws on empty roster" guard; 4 new BotRosterImporterTests mirror PracticeOpponentImporterTests (round-trip / idempotent / seed-missing-row-intact / ai_id=0 skip). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,98 +1,55 @@
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using SVSim.BattleNode.Bridge;
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.Globals;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// Phase 3 hardcoded fixture: one stub bot per class (1..8). <c>ai_id</c> values are
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/// the "series 1" tier from the client's <c>rm_ai_setting.csv</c> master table
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/// (<c>1111</c>=Forest, <c>1121</c>=Sword, … <c>1181</c>=Portal). The client's
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/// <c>RankMatchAISettingList.GetSettingData(aiId)</c> calls <c>.First(...)</c> against
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/// this table and throws <c>InvalidOperationException</c> if the id is absent — so the
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/// ids MUST match. See <c>data_dumps/client-assets/rm_ai_setting.csv</c> for the full
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/// catalog (32 rows: classes 1-8 × tiers 1-2 × deck variants 1-2).
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/// DB-backed bot roster. Reads <c>BotRoster</c> rows (seeded from
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/// <c>seeds/bot-roster.json</c>) and picks one deterministically per
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/// <see cref="MatchContext"/>. See <see cref="IBotRoster"/> for the contract.
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/// </summary>
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public sealed class BotRoster : IBotRoster
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{
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// Cosmetic ids (sleeve / emblem / degree / field) intentionally use safe
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// default values that match the master tables shipped in the project.
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// The client-side AI catalog reads ai_id but renders cosmetics from the
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// sleeveId/emblemId/etc returned here.
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private static readonly IReadOnlyList<AIBotProfile> Roster = new[]
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{
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new AIBotProfile(AiId: 1111, CountryCode: "JPN", UserName: "Forestcraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 1, CharaId: 1, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1121, CountryCode: "JPN", UserName: "Swordcraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 2, CharaId: 2, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1131, CountryCode: "JPN", UserName: "Runecraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 3, CharaId: 3, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1141, CountryCode: "JPN", UserName: "Dragoncraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 4, CharaId: 4, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1151, CountryCode: "JPN", UserName: "Shadowcraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 5, CharaId: 5, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1161, CountryCode: "JPN", UserName: "Bloodcraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 6, CharaId: 6, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1171, CountryCode: "JPN", UserName: "Havencraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 7, CharaId: 7, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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new AIBotProfile(AiId: 1181, CountryCode: "JPN", UserName: "Portalcraft AI",
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// Cosmetic ids mirror the Scripted bot's prod-verified values
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// (ScriptedProfiles / ScriptedBotParticipant.Context). Placeholder
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// ids of 1 failed to resolve in ResourcesManager.LoadAssetGroupSync —
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// LoadOpponentAssets (SBattleLoad.cs:933) hangs forever waiting for
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// missing assets and the "Waiting for opponent" UI never closes.
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SleeveId: 704141010, EmblemId: 400001100, DegreeId: 120027, FieldId: 5, IsOfficial: 0,
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ClassId: 8, CharaId: 8, Rank: 10, BattlePoint: 0, IsMasterRank: 0, MasterPoint: 0),
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};
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private readonly IGlobalsRepository _globals;
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public AIBotProfile Pick(MatchContext selfCtx)
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public BotRoster(IGlobalsRepository globals)
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{
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_globals = globals;
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}
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public async Task<AIBotProfile> PickAsync(MatchContext selfCtx, CancellationToken ct = default)
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{
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var roster = await _globals.GetBotRoster();
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if (roster.Count == 0)
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{
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throw new InvalidOperationException(
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"BotRoster is empty. Run SVSim.Bootstrap to import seeds/bot-roster.json.");
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}
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// Deterministic: hash the ctx and pick from the roster. Same ctx →
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// same bot so a mid-flight retry of /ai_<fmt>/start returns the same
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// opponent (no fresh roster pick on each call).
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var hash = StringComparer.Ordinal.GetHashCode(selfCtx.UserName)
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^ StringComparer.Ordinal.GetHashCode(selfCtx.ClassId);
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var index = (int)((uint)hash % Roster.Count);
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return Roster[index];
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var index = (int)((uint)hash % roster.Count);
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var row = roster[index];
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return ToProfile(row);
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}
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private static AIBotProfile ToProfile(BotRosterEntry row) => new(
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AiId: row.AiId,
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CountryCode: row.CountryCode,
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UserName: row.UserName,
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SleeveId: row.SleeveId,
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EmblemId: row.EmblemId,
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DegreeId: row.DegreeId,
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FieldId: row.FieldId,
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IsOfficial: row.IsOfficial,
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ClassId: row.ClassId,
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CharaId: row.CharaId,
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Rank: row.Rank,
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BattlePoint: row.BattlePoint,
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IsMasterRank: row.IsMasterRank,
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MasterPoint: row.MasterPoint);
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}
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@@ -7,15 +7,16 @@ namespace SVSim.EmulatedEntrypoint.Matching;
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/// <c>RankBattleController.AiStart</c> to compose <c>oppo_info</c>.
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/// </summary>
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/// <remarks>
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/// Phase 3 ships a hardcoded fixture; future improvement is to migrate the roster
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/// to <c>SVSim.Bootstrap/Data/seeds/bot-roster.json</c> for editability without
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/// rebuilds. See spec § Future improvements.
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/// Backed by the <c>BotRoster</c> table (seeded from
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/// <c>SVSim.Bootstrap/Data/seeds/bot-roster.json</c>). Edit the seed + re-run
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/// <c>SVSim.Bootstrap</c> to change the pool without recompiling.
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/// </remarks>
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public interface IBotRoster
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{
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/// <summary>
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/// Returns a bot profile for the calling viewer. Deterministic per
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/// <see cref="MatchContext"/> — the same context value returns the same bot.
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/// <see cref="MatchContext"/> — the same context value returns the same bot, so a
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/// mid-flight retry of <c>/ai_<fmt>/start</c> picks the same opponent.
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/// </summary>
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AIBotProfile Pick(MatchContext selfCtx);
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Task<AIBotProfile> PickAsync(MatchContext selfCtx, CancellationToken ct = default);
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}
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