From 8052ed60ecca88e3e1ed4eab00b72d7005d23d3e Mon Sep 17 00:00:00 2001 From: gamer147 Date: Wed, 3 Jun 2026 10:51:08 -0400 Subject: [PATCH] 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 --- .../Participants/ScriptedBotParticipant.cs | 55 +++++++++++----- .../ScriptedBotParticipantTests.cs | 65 ++++++++++--------- 2 files changed, 75 insertions(+), 45 deletions(-) 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, MatchedLoaded, DealSwap +/// (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) =>