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

@@ -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) =>