test(battle-node): drop scripted smoke test; retarget deck-plumbing test to PvP

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 19:42:20 -04:00
parent 3feb535072
commit 3ccd986e65

View File

@@ -15,73 +15,6 @@ namespace SVSim.UnitTests.BattleNode.Integration;
[TestFixture]
public class BattleNodeFlowTests
{
/// <summary>
/// End-to-end smoke for the v1.2 scripted lifecycle. Boots the EmulatedEntrypoint via
/// SVSimTestFactory, mints a battle through IMatchingBridge with a fixture MatchContext,
/// opens a raw Socket.IO v2 client against the in-process TestServer, and drives
/// InitNetwork → Loaded → Swap → TurnEnd × 2, asserting the right scripted frames come
/// back in order including the two-cycle three-frame opponent-turn loop (TurnStart +
/// TurnEnd + Judge per cycle).
/// </summary>
[Test]
[Timeout(30000)]
public async Task ClientWalksHandshakeToReady_ReceivesAllScriptedFrames()
{
await using var factory = new SVSimTestFactory();
var bridge = factory.Services.GetRequiredService<IMatchingBridge>();
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(15));
var ct = cts.Token;
var pending = bridge.RegisterBattle(
new SVSim.BattleNode.Bridge.BattlePlayer(906243102, FixtureCtx()),
p2: null,
SVSim.BattleNode.Sessions.BattleType.Scripted);
var key = MakeKey();
var encryptedVid = NodeCrypto.EncryptForNode("906243102", key);
var wsUri = new Uri($"ws://localhost/socket.io/?BattleId={pending.BattleId}&viewerId={Uri.EscapeDataString(encryptedVid)}&EIO=3&transport=websocket");
var wsClient = factory.Server.CreateWebSocketClient();
var ws = await wsClient.ConnectAsync(wsUri, ct);
await using var client = new RawSocketIoTestClient(ws);
await client.ConsumeHandshakeAsync(ct);
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.InitNetwork, pubSeq: 1), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.InitBattle, pubSeq: 2), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Matched));
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Loaded, pubSeq: 3), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.BattleStart));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Deal));
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Swap, pubSeq: 4,
body: new Dictionary<string, object?> { ["idxList"] = new List<object?>() }), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Swap));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Ready));
// --- v1.2 opponent turn loop: drive two consecutive cycles ---
// Cycle 1: player ends turn -> server pushes opponent TurnStart + TurnEnd + Judge.
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.TurnEnd, pubSeq: 5), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Judge));
// Cycle 2: same burst again -- session phase reset to AfterReady, so the next TurnEnd matches.
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.TurnEnd, pubSeq: 6), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Judge));
}
private static MsgEnvelope MakeEnvelope(NetworkBattleUri uri, long pubSeq, Dictionary<string, object?>? body = null) =>
new(uri, ViewerId: 906243102, Uuid: "udid-test", Bid: null, Try: 0,
Cat: uri == NetworkBattleUri.InitNetwork ? EmitCategory.General
: uri == NetworkBattleUri.InitBattle ? EmitCategory.Matching
: EmitCategory.Battle,
PubSeq: pubSeq, PlaySeq: null, Body: new RawBody(body ?? new Dictionary<string, object?>()));
private static string MakeKey()
{
var seq = 0;
@@ -101,7 +34,7 @@ public class BattleNodeFlowTests
/// against an actual seeded viewer.
/// </summary>
[Test]
[Timeout(30000)]
[Timeout(60000)]
public async Task Matched_frame_contains_drafted_deck_cards()
{
await using var factory = new SVSimTestFactory();
@@ -133,21 +66,23 @@ public class BattleNodeFlowTests
var ctx = await builder.BuildForTwoPickAsync(vid);
var bridge = factory.Services.GetRequiredService<IMatchingBridge>();
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(15));
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(45));
var ct = cts.Token;
var vidB = vid + 1;
var pending = bridge.RegisterBattle(
new SVSim.BattleNode.Bridge.BattlePlayer(vid, ctx),
p2: null,
SVSim.BattleNode.Sessions.BattleType.Scripted);
new SVSim.BattleNode.Bridge.BattlePlayer(vidB, FixtureCtx()),
SVSim.BattleNode.Sessions.BattleType.Pvp);
var key = MakeKey();
var encryptedVid = NodeCrypto.EncryptForNode(vid.ToString(), key);
var wsUri = new Uri($"ws://localhost/socket.io/?BattleId={pending.BattleId}&viewerId={Uri.EscapeDataString(encryptedVid)}&EIO=3&transport=websocket");
var wsClient = factory.Server.CreateWebSocketClient();
var ws = await wsClient.ConnectAsync(wsUri, ct);
await using var client = new RawSocketIoTestClient(ws);
await client.ConsumeHandshakeAsync(ct);
// PvP constructs the BattleSession on the SECOND arriver, so connecting only P1 parks it
// forever. Connect BOTH clients, then drive P1 (the seeded viewer) through
// InitNetwork/InitBattle to harvest its own Matched — pushed to the sender before the
// mulligan barrier, so B's handshake is not needed for P1's Matched to arrive.
var (client, clientB) = await ConnectBothAsync(factory, pending.BattleId, vid, vidB, key, ct);
await using var _a = client;
await using var _b = clientB;
await Task.WhenAll(client.ConsumeHandshakeAsync(ct), clientB.ConsumeHandshakeAsync(ct));
// InitNetwork → ack
await client.SendMsgAsync(MakeEnvelopeWith(vid, NetworkBattleUri.InitNetwork, pubSeq: 1), key, ct);