refactor(battle-node): scripted bot drives the handshake as a real participant

Implements IHasHandshakePhase and emits client-shaped InitNetwork/InitBattle/
Loaded/Swap (reacting to the session's pushes) instead of being a passive
TurnEnd-only fixture the session narrates around. This is what lets the
type-agnostic mulligan barrier (next task) work in Scripted mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 10:51:08 -04:00
parent a533e9d89d
commit 8052ed60ec
2 changed files with 75 additions and 45 deletions

View File

@@ -6,11 +6,14 @@ using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Participants;
/// <summary>
/// Server-scripted opponent (today's v1.2 testing-harness behavior, repackaged).
/// On <see cref="PushAsync"/> with <c>TurnEnd</c> or <c>TurnEndFinal</c>, fires
/// <see cref="FrameEmitted"/> three times: <c>OpponentTurnStart</c>,
/// <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>. All other URIs are swallowed
/// (no opponent reaction needed for v1.2 behavior).
/// Server-scripted opponent that drives a client-shaped emit chain so the session brokers
/// it through the same handshake arms as a human. <see cref="RunAsync"/> kicks off
/// <c>InitNetwork</c>; the session's pushes then drive <see cref="PushAsync"/> reactively:
/// <c>InitNetwork</c>(ack)→<c>InitBattle</c>, <c>Matched</c>→<c>Loaded</c>, <c>Deal</c>→<c>Swap</c>
/// (empty mulligan). After the player's <c>TurnEnd</c> it fires the v1.2 three-frame burst
/// (<c>OpponentTurnStart</c>, <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>). All other URIs
/// are swallowed. Implementing <see cref="IHasHandshakePhase"/> is what makes the session
/// treat it as a real handshake participant (mulligan-barrier swapper included).
/// </summary>
/// <remarks>
/// ViewerId, Context are fixtures matching <see cref="ScriptedLifecycle.FakeOpponentViewerId"/>
@@ -19,9 +22,10 @@ namespace SVSim.BattleNode.Sessions.Participants;
/// <see cref="BattleSession.ComputeFrames"/> reads <c>other.Context</c> for those frames.
/// Deal still uses fixed scripted frames that ignore Context.
/// </remarks>
public sealed class ScriptedBotParticipant : IBattleParticipant
public sealed class ScriptedBotParticipant : IBattleParticipant, IHasHandshakePhase
{
public long ViewerId => ScriptedLifecycle.FakeOpponentViewerId;
public MatchContext Context { get; } = new(
// 30 dummy card ids so oppoCtx.SelfDeckCardIds.Count == 30 — prod frame[2] (Matched)
// shipped OppoDeckCount: 30.
@@ -33,24 +37,43 @@ public sealed class ScriptedBotParticipant : IBattleParticipant
EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
BattleType: 0);
// Session reads/advances this through its phase-gated handshake arms, exactly as it
// does for a RealParticipant. The bot doesn't read it — it reacts to pushed URIs —
// but implementing IHasHandshakePhase is what makes the session treat the bot as a
// real handshake participant (so its InitNetwork/InitBattle/Loaded/Swap emissions are
// processed, and the mulligan barrier counts it as a swapper).
public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
// Kick off the handshake like a connecting client. The session acks InitNetwork,
// which drives PushAsync below through InitBattle → Loaded → Swap.
public Task RunAsync(CancellationToken ct) => EmitAsync(ScriptedLifecycle.BuildClientInitNetwork(), ct);
public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
{
// React to the player's TurnEnd with the three-frame burst (TurnStart / TurnEnd /
// Judge) — that's the v1.2 "scripted bot takes its turn" behavior. Everything else
// (including TurnEndFinal) is silently swallowed: TurnEndFinal is the player's
// game-end signal and is handled directly by the BattleSession dispatch arm, which
// pushes BattleFinish per-side; the bot doesn't need to react.
if (envelope.Uri is NetworkBattleUri.TurnEnd)
switch (envelope.Uri)
{
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
case NetworkBattleUri.InitNetwork: // the ack
await EmitAsync(ScriptedLifecycle.BuildClientInitBattle(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.Matched:
await EmitAsync(ScriptedLifecycle.BuildClientLoaded(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.Deal:
await EmitAsync(ScriptedLifecycle.BuildClientSwap(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.TurnEnd:
// v1.2 scripted-turn burst, taken AFTER the player's turn (bot is second).
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
break;
// Everything else (BattleStart, our own Swap-response, Ready, TurnEndFinal,
// Judge, BattleFinish, …) needs no bot reaction.
}
}
public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
public ValueTask DisposeAsync() => ValueTask.CompletedTask;

View File

@@ -1,5 +1,5 @@
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
using SVSim.BattleNode.Sessions;
@@ -10,6 +10,33 @@ namespace SVSim.UnitTests.BattleNode.Sessions.Participants;
[TestFixture]
public class ScriptedBotParticipantTests
{
[Test]
public async Task RunAsync_emits_InitNetwork_to_kick_off_handshake()
{
var p = new ScriptedBotParticipant();
var emitted = new List<NetworkBattleUri>();
p.FrameEmitted += (env, _) => { emitted.Add(env.Uri); return Task.CompletedTask; };
await p.RunAsync(CancellationToken.None);
Assert.That(emitted, Is.EqualTo(new[] { NetworkBattleUri.InitNetwork }));
}
[TestCase(NetworkBattleUri.InitNetwork, NetworkBattleUri.InitBattle)]
[TestCase(NetworkBattleUri.Matched, NetworkBattleUri.Loaded)]
[TestCase(NetworkBattleUri.Deal, NetworkBattleUri.Swap)]
public async Task PushAsync_handshake_push_emits_next_client_frame(
NetworkBattleUri pushed, NetworkBattleUri expectedEmit)
{
var p = new ScriptedBotParticipant();
var emitted = new List<NetworkBattleUri>();
p.FrameEmitted += (env, _) => { emitted.Add(env.Uri); return Task.CompletedTask; };
await p.PushAsync(NewEnvelope(pushed), noStock: false, CancellationToken.None);
Assert.That(emitted, Is.EqualTo(new[] { expectedEmit }));
}
[Test]
public async Task PushAsync_TurnEnd_fires_three_FrameEmitted_in_order()
{
@@ -21,31 +48,12 @@ public class ScriptedBotParticipantTests
Assert.That(emitted, Is.EqualTo(new[]
{
NetworkBattleUri.TurnStart,
NetworkBattleUri.TurnEnd,
NetworkBattleUri.Judge,
NetworkBattleUri.TurnStart, NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge,
}));
}
[Test]
public async Task PushAsync_TurnEndFinal_does_NOT_fire_burst()
{
// 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 fired = 0;
p.FrameEmitted += (_, _) => { fired++; return Task.CompletedTask; };
await p.PushAsync(NewEnvelope(NetworkBattleUri.TurnEndFinal), noStock: false, CancellationToken.None);
Assert.That(fired, Is.EqualTo(0),
"TurnEndFinal must not trigger the bot's burst — the dispatch arm pushes BattleFinish directly.");
}
[Test]
public async Task PushAsync_other_uris_do_not_fire()
public async Task PushAsync_non_reactive_uris_emit_nothing()
{
var p = new ScriptedBotParticipant();
var fired = 0;
@@ -53,10 +61,9 @@ public class ScriptedBotParticipantTests
foreach (var uri in new[]
{
NetworkBattleUri.Matched, NetworkBattleUri.BattleStart, NetworkBattleUri.Deal,
NetworkBattleUri.Swap, NetworkBattleUri.Ready, NetworkBattleUri.PlayActions,
NetworkBattleUri.TurnStart, NetworkBattleUri.TurnEndActions, NetworkBattleUri.Echo,
NetworkBattleUri.Judge, NetworkBattleUri.BattleFinish,
NetworkBattleUri.BattleStart, NetworkBattleUri.Swap, NetworkBattleUri.Ready,
NetworkBattleUri.PlayActions, NetworkBattleUri.TurnStart, NetworkBattleUri.Echo,
NetworkBattleUri.Judge, NetworkBattleUri.BattleFinish, NetworkBattleUri.TurnEndFinal,
})
{
await p.PushAsync(NewEnvelope(uri), noStock: false, CancellationToken.None);
@@ -66,11 +73,11 @@ public class ScriptedBotParticipantTests
}
[Test]
public async Task RunAsync_returns_immediately()
public void Implements_IHasHandshakePhase_starting_at_AwaitingInitNetwork()
{
var p = new ScriptedBotParticipant();
await p.RunAsync(CancellationToken.None);
Assert.Pass();
Assert.That(p, Is.InstanceOf<IHasHandshakePhase>());
Assert.That(((IHasHandshakePhase)p).Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
}
private static MsgEnvelope NewEnvelope(NetworkBattleUri uri) =>