fix(battle-node): revert Bot Matched/BattleStart push (corrupts OppoBattleStartInfo)
Previous commit 51e9dd2 changed Bot's InitBattle to push Matched and
Loaded to push BattleStart+Deal, on the theory that the architecture
spec's "no Matched in Bot mode" claim was wrong. That theory was based
on misreading Matching.cs:400 (the Matched handler) as a required
state-machine trigger.
End-to-end trace of the AI client flow shows:
1. _initNetworkSuccess (set when the client receives uri=InitNetwork,
i.e., our ack) is the actual trigger — MatchingNetworkConnectChecker
phase 3 sees it and calls MatchingInitBattle.
2. MatchingInitBattle (Matching.cs:298) for IsAINetwork IMMEDIATELY
calls StartBattleLoad + GotoBattle right after emitting InitBattle.
It does NOT wait for any wire envelope.
3. The Matched handler at Matching.cs:400 is gated on
status == Connect and is already past Prepared by the time the
wire round-trip completes — sending Matched is harmless but
unnecessary.
4. The BattleStart handler at Matching.cs:417 runs UNCONDITIONALLY and
SetNetworkInfo at RealTimeNetworkAgent.cs:1562 overwrites
OppoBattleStartInfo with the wire envelope's oppoInfo. Our oppoInfo
comes from NoOpBotParticipant.Context placeholders (classId/emblemId
etc. = 0), corrupting the good values the client set from the HTTP
AIBattleStart response.
The "Waiting for opponent" hang was caused by SBattleLoad.LoadOpponentAssets
trying to fetch emblemId=0, degreeId=0, etc. after BattleStart corrupted
OppoBattleStartInfo. The asset group load silently hangs on missing
assets, no error logged.
Restored the spec's original Bot arms: InitBattle ack-only, Loaded silent,
TurnEnd Judge-to-sender. ai-passive.md updated with the corrected reasoning
and a discovery-history note.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -440,25 +440,22 @@ public class BattleNodeFlowTests
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var ack1 = await client.ReceiveSynchronizeAsync(ct);
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Assert.That(ack1.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
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// InitBattle → Matched. (Same handshake arm as Scripted/PvP; the client's
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// matching state machine gates StartBattleLoad on receiving Matched, so the
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// envelope MUST be sent. Opponent cosmetics in the body are placeholders;
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// the client renders opponent UI from AIBattleStart HTTP data.)
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// InitBattle → ack (NOT Matched). The client's AI flow doesn't gate on
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// Matched and pushing BattleStart later corrupts OppoBattleStartInfo, so
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// Bot mode keeps the handshake silent (just an ack).
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await client.SendMsgAsync(MakeEnvelopeWith(vid, NetworkBattleUri.InitBattle, pubSeq: 2), key, ct);
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var matched = await client.ReceiveSynchronizeAsync(ct);
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Assert.That(matched.Uri, Is.EqualTo(NetworkBattleUri.Matched),
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"Bot's InitBattle pushes Matched (the state-machine trigger).");
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var ack2 = await client.ReceiveSynchronizeAsync(ct);
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Assert.That(ack2.Uri, Is.EqualTo(NetworkBattleUri.InitBattle),
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"Bot's InitBattle is ack-only — no Matched envelope.");
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// Loaded → BattleStart + Deal (BattleStart triggers GotoBattle on the client).
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// Loaded → silent. Send Swap right after; the next inbound must be SwapResponse
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// (no orphan BattleStart / Deal in the queue).
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await client.SendMsgAsync(MakeEnvelopeWith(vid, NetworkBattleUri.Loaded, pubSeq: 3), key, ct);
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Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.BattleStart));
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Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Deal));
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// Swap → SwapResponse + Ready.
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await client.SendMsgAsync(MakeEnvelopeWith(vid, NetworkBattleUri.Swap, pubSeq: 4,
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body: new Dictionary<string, object?> { ["idxList"] = new List<object?>() }), key, ct);
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var swapResp = await client.ReceiveSynchronizeAsync(ct);
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Assert.That(swapResp.Uri, Is.EqualTo(NetworkBattleUri.Swap));
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Assert.That(swapResp.Uri, Is.EqualTo(NetworkBattleUri.Swap),
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"Expected Swap response (mulligan ack). Got " + swapResp.Uri + " — Loaded may have leaked a frame.");
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var readyResp = await client.ReceiveSynchronizeAsync(ct);
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Assert.That(readyResp.Uri, Is.EqualTo(NetworkBattleUri.Ready));
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