diff --git a/SVSim.BattleNode/Sessions/Participants/ScriptedBotParticipant.cs b/SVSim.BattleNode/Sessions/Participants/ScriptedBotParticipant.cs
index 3f029d0..bf5cfb1 100644
--- a/SVSim.BattleNode/Sessions/Participants/ScriptedBotParticipant.cs
+++ b/SVSim.BattleNode/Sessions/Participants/ScriptedBotParticipant.cs
@@ -6,11 +6,14 @@ using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Participants;
///
-/// Server-scripted opponent (today's v1.2 testing-harness behavior, repackaged).
-/// On with TurnEnd or TurnEndFinal, fires
-/// three times: OpponentTurnStart,
-/// OpponentTurnEnd, OpponentJudge. 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. kicks off
+/// InitNetwork; the session's pushes then drive reactively:
+/// InitNetwork(ack)→InitBattle, Matched→Loaded, Deal→Swap
+/// (empty mulligan). After the player's TurnEnd it fires the v1.2 three-frame burst
+/// (OpponentTurnStart, OpponentTurnEnd, OpponentJudge). All other URIs
+/// are swallowed. Implementing is what makes the session
+/// treat it as a real handshake participant (mulligan-barrier swapper included).
///
///
/// ViewerId, Context are fixtures matching
@@ -19,9 +22,10 @@ namespace SVSim.BattleNode.Sessions.Participants;
/// reads other.Context for those frames.
/// Deal still uses fixed scripted frames that ignore Context.
///
-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? 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;
diff --git a/SVSim.UnitTests/BattleNode/Sessions/Participants/ScriptedBotParticipantTests.cs b/SVSim.UnitTests/BattleNode/Sessions/Participants/ScriptedBotParticipantTests.cs
index 2c29156..e6e9e2e 100644
--- a/SVSim.UnitTests/BattleNode/Sessions/Participants/ScriptedBotParticipantTests.cs
+++ b/SVSim.UnitTests/BattleNode/Sessions/Participants/ScriptedBotParticipantTests.cs
@@ -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();
+ 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();
+ 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());
+ Assert.That(((IHasHandshakePhase)p).Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
}
private static MsgEnvelope NewEnvelope(NetworkBattleUri uri) =>