feat(battle-node): Bot dispatch arms in ComputeFrames
Three new arms gated on Type == BattleType.Bot, placed before the existing PvP / Scripted arms: - InitBattle → ack to sender (no Matched push — client uses AIBattleStart HTTP data) - Loaded → silent (no BattleStart, no Deal — client short-circuits to GotoBattle) - TurnEnd / TurnEndFinal → Judge to sender only (not broadcast) Other URIs in Bot mode fall through existing arms: Swap is Type-agnostic (per-sender SwapResponse + Ready), Retire/Kill hits the existing Scripted no-contest BattleFinish(Win), gameplay forwarders are gated on Pvp so Bot's PlayActions/Echo/etc. fall through default (drop). 8 new dispatch tests cover the wire contract. Reference: docs/api-spec/in-battle/ai-passive.md. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -135,6 +135,38 @@ public sealed class BattleSession
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phaseFrom!.Phase = BattleSessionPhase.AwaitingInitBattle;
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break;
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// --- Phase 3 Bot arms — placed BEFORE the existing handshake arms so they
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// win pattern matching on Type == Bot. Bot mode: ack handshake, silent Loaded,
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// Judge-to-sender on TurnEnd. The rest reuse Scripted's arms (Retire/Kill ->
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// BattleFinishNoContest, Swap -> per-sender response, default -> drop).
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// Reference: docs/api-spec/in-battle/ai-passive.md.
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case NetworkBattleUri.InitBattle
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
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// Ack only — NO Matched push. Client uses AIBattleStart HTTP data for
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// the lobby plates instead of the Matched envelope.
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result.Add((from, BuildAck(NetworkBattleUri.InitBattle), true));
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phaseFrom!.Phase = BattleSessionPhase.AwaitingLoaded;
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break;
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case NetworkBattleUri.Loaded
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AwaitingLoaded:
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// Silent — no BattleStart, no Deal. Client's AINetworkBattleManager
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// short-circuits to its local AI flow after Loaded; the server has
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// nothing to contribute.
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phaseFrom!.Phase = BattleSessionPhase.AwaitingSwap;
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break;
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case NetworkBattleUri.TurnEnd
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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case NetworkBattleUri.TurnEndFinal
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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// Judge to sender ONLY (not broadcast — there's no real other side).
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// The client's JudgeOperation → ControlTurnStartPlayer flips back to
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// the local AI's turn after this Judge arrives.
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result.Add((from, BuildJudgeBroadcast(), false));
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break;
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case NetworkBattleUri.InitBattle when phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
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// Phase 1: push Matched only to the "real" participant. The session reads
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// selfInfo from from.Context and oppoInfo from other.Context (the scripted
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@@ -431,6 +431,140 @@ public class BattleSessionDispatchTests
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Assert.That(((BattleFinishBody)routes[0].Frame.Body).Result, Is.EqualTo(BattleResult.Win));
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}
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private static (BattleSession, FakeRealParticipant, FakeParticipant) NewBotSession()
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{
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var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
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var b = new FakeParticipant(viewerId: ScriptedLifecycle.FakeOpponentViewerId, NoOpBotContext());
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var s = new BattleSession("bid-bot-1", BattleType.Bot, a, b, NullLogger<BattleSession>.Instance);
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return (s, a, b);
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}
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private static MatchContext NoOpBotContext() => new(
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SelfDeckCardIds: Array.Empty<long>(),
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ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
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CountryCode: "", UserName: "Bot", SleeveId: "0",
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EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 0);
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[Test]
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public void Bot_InitNetwork_acks_to_sender()
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{
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var (s, a, _) = NewBotSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
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}
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[Test]
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public void Bot_InitBattle_acks_to_sender_with_no_Matched_push()
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{
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var (s, a, _) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(routes.Count, Is.EqualTo(1), "Bot InitBattle is ack-only, no Matched push.");
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitBattle),
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"Expected an ack envelope for InitBattle, NOT a Matched envelope.");
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
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}
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[Test]
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public void Bot_Loaded_produces_no_routes_but_advances_phase()
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{
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var (s, a, _) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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Assert.That(routes, Is.Empty, "Bot Loaded is silent.");
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap),
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"Phase still advances even though there are no outbound routes.");
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}
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[Test]
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public void Bot_Swap_per_sender_SwapResponse_plus_Ready()
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{
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var (s, a, _) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(routes.Select(r => r.Frame.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
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Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
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}
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[Test]
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public void Bot_TurnEnd_pushes_Judge_to_sender_only()
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{
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var (s, a, b) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
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Assert.That(routes.Count, Is.EqualTo(1), "Bot TurnEnd → exactly one Judge frame back.");
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Assert.That(routes[0].Target, Is.SameAs(a), "Judge target is the sender, not broadcast.");
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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}
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[Test]
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public void Bot_TurnEndFinal_pushes_Judge_to_sender_only()
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{
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var (s, a, _) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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Assert.That(routes[0].Target, Is.SameAs(a));
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}
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[Test]
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public void Bot_PlayActions_drops_no_recipient()
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{
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var (s, a, _) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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// Bot's PlayActions falls through the default arm — the Pvp forwarder is gated
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// on Type == Pvp, so Bot's gameplay frames have no routing rule and drop.
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// (The PvP semantics would have been "forward to NoOp which swallows" — same
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// observable result, but cleaner to leave them as default-drops.)
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
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Assert.That(routes, Is.Empty);
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}
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[Test]
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public void Bot_Retire_pushes_BattleFinish_Win_to_sender()
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{
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var (s, a, _) = NewBotSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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}
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private static (BattleSession, FakeRealParticipant, FakeRealParticipant) NewPvpSession()
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{
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var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
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