fix(battle-node): involuntary-drop survivor gets DisconnectWin, not Win=NoContest

Code-review follow-up to the dispatch unification (0a8a84b).

1. The RunAsync drop cascade synthesized BattleFinish(Win=1), which the client
   renders as RESULT_CODE.NoContest ("battle ended in no contest") instead of a
   win. Add DisconnectWin=201 (already in the client enum, routes to WIN UI) and
   ship it for involuntary opponent drops. Update PvpMidGameDisconnect_FullCascade.

2. Remove BuildBattleFinishNoContest() — dead since the Retire/Kill arm moved to
   RetireWin/RetireLose.

3. Correct the BattleResult docstring: Lose/Win/Consistency are no longer emitted
   by any dispatch arm; they survive only as serialization-test constants.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-02 19:26:16 -04:00
parent 0a8a84b2cc
commit a198174ede
3 changed files with 22 additions and 21 deletions

View File

@@ -320,11 +320,11 @@ public class BattleNodeFlowTests
// Abruptly close A's WS (no Retire).
await clientA.DisposeAsync();
// B should receive BattleFinish(Win) within a few seconds.
// B should receive BattleFinish(DisconnectWin) within a few seconds.
var bFinish = await clientB.ReceiveSynchronizeAsync(ct);
Assert.That(bFinish.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
var bBody = (RawBody)bFinish.Body;
Assert.That((long)bBody.Entries["result"]!, Is.EqualTo((long)SVSim.BattleNode.Protocol.BattleResult.Win));
Assert.That((long)bBody.Entries["result"]!, Is.EqualTo((long)SVSim.BattleNode.Protocol.BattleResult.DisconnectWin));
// PendingBattle should be evicted by the second arriver's RemovePending.
var store = factory.Services.GetRequiredService<SVSim.BattleNode.Sessions.IBattleSessionStore>();