fix(battle-node): BattleSession crash safety, fresh-key per push, phase guards

- Wrap HandleMsgEventAsync / HandleAliveEventAsync bodies in try/catch(Exception)
  logging at Error, eliminating async-void unobserved-exception crash risk (Issue 1).
- Replace deterministic seq-based key generator with RandomNumberGenerator.GetInt32
  so each EncodeAndSendAsync call uses a fresh random key (Issue 2).
- Add `when Phase == …` guards to InitNetwork / Loaded / Swap cases in
  ComputeResponses; add default arm that logs+drops out-of-order URIs (Issue 3).
- Widen SendSioAckAsync arg from int to long; drop (int) cast at call site;
  boundary cast to int is now checked() for defensive overflow detection (Issue 4).
- Update RunAsync doc comment (was stale Task-13 placeholder) (Issue 5).
- Add Kill and out-of-order-Swap-before-Loaded tests (Issue 6).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-05-31 22:28:13 -04:00
parent f6aee5b0f8
commit 680630050b
2 changed files with 88 additions and 48 deletions

View File

@@ -61,4 +61,25 @@ public class BattleSessionDispatchTests
Assert.That(noStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Kill_PushesBattleFinishNoContest_TransitionsToTerminal()
{
var s = NewSession();
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Kill));
var (env, noStock) = responses.Single();
Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(noStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Swap_ArrivingBeforeLoaded_ProducesNoResponseAndDoesNotAdvancePhase()
{
var s = NewSession();
// Skip Loaded — fire Swap straight out of AwaitingInitNetwork.
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
Assert.That(responses, Is.Empty);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
}
}