test(battle-node): drop scripted dispatch tests; retarget generic fixture to PvP

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 19:49:49 -04:00
parent 3ccd986e65
commit 3fe378d801

View File

@@ -12,46 +12,6 @@ namespace SVSim.UnitTests.BattleNode.Sessions;
[TestFixture]
public class BattleSessionDispatchTests
{
[Test]
public void InitNetwork_acks_to_sender_transitions_to_AwaitingInitBattle()
{
var (s, a, b) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
Assert.That(routes[0].NoStock, Is.True);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
}
[Test]
public void InitBattle_pushes_Matched_to_sender_only()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
}
[Test]
public void Loaded_pushes_BattleStart_then_Deal_to_sender()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
Assert.That(routes.Select(r => r.Frame.Uri),
Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
}
[Test]
public void Pvp_Loaded_from_A_assigns_turnState_0()
{
@@ -76,92 +36,6 @@ public class BattleSessionDispatchTests
Assert.That(bs.TurnState, Is.EqualTo(1), "B (second arriver) goes second.");
}
[Test]
public void Scripted_Loaded_from_player_assigns_turnState_0()
{
// Real player is constructed as A in scripted sessions, so it always goes first.
var (s, a, _) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var bs = (BattleStartBody)routes[0].Frame.Body;
Assert.That(bs.TurnState, Is.EqualTo(0));
}
[Test]
public void Swap_pushes_SwapResponse_then_Ready_to_sender()
{
// Opponent stub is not IHasHandshakePhase → not a barrier swapper → Ready releases immediately.
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
Assert.That(routes.Select(r => r.Frame.Uri),
Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void TurnEnd_from_real_forwards_to_other_participant()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void Scripted_TurnEndFinal_forwards_envelope_and_pushes_paired_BattleFinish()
{
// Unified TurnEndFinal handling: forward the envelope to other (matches prod
// capture battle-traffic_tk2_regular.ndjson:273) + push BattleFinish per-side
// with player-perspective codes (LifeWin to winner, LifeLose to loser).
// In Scripted mode the "loser" is a ScriptedBotParticipant; the loser-side
// BattleFinish push is harmless (bot swallows non-TurnEnd URIs).
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
Assert.That(routes.Count, Is.EqualTo(3),
"TurnEndFinal must produce: forwarded envelope + BattleFinish(LifeWin) to from + BattleFinish(LifeLose) to other.");
// Route 0: forwarded TurnEndFinal envelope to other.
Assert.That(routes[0].Target, Is.SameAs(b));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEndFinal));
// Route 1: BattleFinish(LifeWin) to from (the winner who declared the final turn).
Assert.That(routes[1].Target, Is.SameAs(a));
Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(routes[1].NoStock, Is.True);
var winBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[1].Frame.Body;
Assert.That(winBody.Result, Is.EqualTo(BattleResult.LifeWin),
"Winner gets LifeWin (101) — player-perspective: 'I won by life' → WIN UI.");
// Route 2: BattleFinish(LifeLose) to other (the loser).
Assert.That(routes[2].Target, Is.SameAs(b));
Assert.That(routes[2].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(routes[2].NoStock, Is.True);
var loseBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[2].Frame.Body;
Assert.That(loseBody.Result, Is.EqualTo(BattleResult.LifeLose),
"Loser gets LifeLose (102) — player-perspective: 'I lost by life' → LOSE UI.");
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal),
"Session must transition to Terminal so the RunAsync cascade doesn't synthesize a second BattleFinish.");
}
[Test]
public void Handshake_dispatch_reads_per_participant_Phase_not_session_Phase()
{
@@ -185,102 +59,10 @@ public class BattleSessionDispatchTests
Assert.That(b.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
}
[Test]
public void ScriptedBot_emitted_OpponentTurnStart_forwards_to_real()
{
var (s, a, b) = NewSession();
// Bot emits a TurnStart frame (carrying ViewerId == FakeOpponentViewerId per the
// ScriptedBotParticipant impl). Session should route it to the real participant.
var botFrame = ScriptedLifecycle.BuildOpponentTurnStart();
var routes = s.ComputeFrames(b, botFrame);
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
}
[Test]
public void ScriptedBot_emitted_Judge_forwards_to_real()
{
var (s, a, b) = NewSession();
var botFrame = ScriptedLifecycle.BuildOpponentJudge();
var routes = s.ComputeFrames(b, botFrame);
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
}
[Test]
public void ScriptedBot_emitted_TurnEnd_forwards_to_real()
{
// TurnEnd from the bot is also one of the burst frames. The case is handled
// by the TurnEnd-from-scripted arm (bot ViewerId matches FakeOpponentViewerId).
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
// Drive player TurnEnd first (transitions Phase if needed) — but TurnEnd from bot
// arrives in Phase AfterReady too. The bot's TurnEnd is routed via the dispatch
// arm that forwards any frame from the FakeOpponentViewerId participant.
var botFrame = ScriptedLifecycle.BuildOpponentTurnEnd();
var routes = s.ComputeFrames(b, botFrame);
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
}
[Test]
public void Retire_pushes_paired_BattleFinish_RetireLose_to_from_and_RetireWin_to_other()
{
var (s, a, b) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
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(routes[0].NoStock, Is.True);
var loseBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[0].Frame.Body;
Assert.That(loseBody.Result, Is.EqualTo(BattleResult.RetireLose),
"Retirer gets RetireLose=106 — player-perspective: 'I lost by retire'.");
Assert.That(routes[1].Target, Is.SameAs(b));
Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(routes[1].NoStock, Is.True);
var winBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[1].Frame.Body;
Assert.That(winBody.Result, Is.EqualTo(BattleResult.RetireWin),
"Survivor gets RetireWin=105. In Scripted mode the bot swallows it; in PvP the opponent renders 'opponent retired'.");
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Kill_pushes_paired_BattleFinish_RetireLose_to_from_and_RetireWin_to_other()
{
var (s, a, b) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Kill));
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));
var loseBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[0].Frame.Body;
Assert.That(loseBody.Result, Is.EqualTo(BattleResult.RetireLose));
Assert.That(routes[1].Target, Is.SameAs(b));
Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
var winBody = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[1].Frame.Body;
Assert.That(winBody.Result, Is.EqualTo(BattleResult.RetireWin));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void OutOfOrder_dispatch_returns_empty_and_does_not_advance_phase()
{
var (s, a, _) = NewSession();
var (s, a, _) = NewPvpSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
Assert.That(routes, Is.Empty);
@@ -627,23 +409,6 @@ public class BattleSessionDispatchTests
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Scripted_Retire_pushes_RetireLose_to_player_and_RetireWin_to_bot()
{
// 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(2));
Assert.That(routes[0].Target, Is.SameAs(a));
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()
{
var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
@@ -822,14 +587,6 @@ public class BattleSessionDispatchTests
EmblemId: "701441022", DegreeId: "300004", FieldId: 44, IsOfficial: 0,
BattleType: 11);
private static (BattleSession, FakeRealParticipant, FakeParticipant) NewSession()
{
var a = new FakeRealParticipant(viewerId: 1, FixtureCtx());
var b = new FakeParticipant(viewerId: ScriptedLifecycle.FakeOpponentViewerId, ScriptedBotContext());
var s = new BattleSession("bid-1", BattleType.Scripted, a, b, NullLogger<BattleSession>.Instance);
return (s, a, b);
}
private static MatchContext FixtureCtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
@@ -837,13 +594,6 @@ public class BattleSessionDispatchTests
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleType: 11);
private static MatchContext ScriptedBotContext() => new(
SelfDeckCardIds: Array.Empty<long>(),
ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
BattleType: 0);
private static MsgEnvelope NewEnvelope(NetworkBattleUri uri) =>
new(uri, ViewerId: 1, Uuid: "u", Bid: null, Try: 0,
Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,