feat(matching): per-mode policy + AI-fallback branch in InProcessPairUp
InProcessPairUp now consults ModePolicyRegistry per call and reads the fallback threshold from MatchingConfig via IServiceScopeFactory (singleton service consuming a scoped IGameConfigService). New behavior for PvpFirstThenAiFallback modes: when the calling viewer IS the slot's waiter and Now - WaitingSince >= threshold, the waiter unparks and the bridge resolves a Bot match. PvpOnly modes (TK2) keep parking forever (modulo a 5-minute stale-waiter eviction backstop). TimeProvider is injected so tests can drive time forward with FakeTimeProvider — 7 new tests cover the four key transitions (stay-parked / pair-pvp / fall-back / stale-evict) plus per-mode isolation. Fixture uses [FixtureLifeCycle(InstancePerTestCase)] because the assembly is Parallelizable(ParallelScope.All). Program.cs registers ModePolicyRegistry with three rows: TK2 PvpOnly, rotation/unlimited rank PvpFirstThenAiFallback. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,64 +1,129 @@
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using System.Collections.Concurrent;
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using Microsoft.Extensions.DependencyInjection;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.Database.Models.Config;
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using SVSim.Database.Services;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// In-process FCFS pair-up: one waiting slot per mode, plus a per-viewer cache of
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/// resolved matches for the first arriver's next poll (consume-on-read).
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/// In-process pair-up service: one slot per mode, FCFS pairing for PvP, plus an
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/// AI-fallback branch for modes whose <see cref="ModePolicy"/> is
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/// <see cref="PolicyKind.PvpFirstThenAiFallback"/>. The proper matching-queue API
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/// is a separate spec; this is the Phase-2 + Phase-3 placeholder.
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/// </summary>
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/// <remarks>
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/// Singleton (process-wide slot state) consuming a scoped <see cref="IGameConfigService"/>
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/// via <see cref="IServiceScopeFactory"/>. The config read is cheap — one DB read per
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/// pair-up call — and avoids caching policy decisions across config edits.
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/// </remarks>
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public sealed class InProcessPairUp : IMatchingPairUpService
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{
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/// <summary>
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/// Safety backstop: if a waiter has been parked for more than this and a new
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/// arriver shows up, treat the slot as empty (the original waiter has
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/// presumably stopped polling). Well above the AI-fallback threshold so it
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/// only fires for PvpOnly modes.
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/// </summary>
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private static readonly TimeSpan StaleWaiterEvictionAge = TimeSpan.FromMinutes(5);
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private readonly IMatchingBridge _bridge;
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private readonly ModePolicyRegistry _policies;
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private readonly IServiceScopeFactory _scopeFactory;
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private readonly TimeProvider _clock;
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private readonly ConcurrentDictionary<string, ModeSlot> _slots = new();
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public InProcessPairUp(IMatchingBridge bridge)
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public InProcessPairUp(
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IMatchingBridge bridge,
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ModePolicyRegistry policies,
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IServiceScopeFactory scopeFactory,
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TimeProvider clock)
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{
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_bridge = bridge;
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_policies = policies;
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_scopeFactory = scopeFactory;
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_clock = clock;
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}
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public Task<PairUpResult?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
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{
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var policy = _policies.For(mode);
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var threshold = TimeSpan.FromSeconds(GetThresholdSeconds());
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var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
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lock (slot.Lock)
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{
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// 1. Already-resolved match cached for this viewer? Consume + return.
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// This caller is the FIRST arriver picking up their cached pair — owner role.
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// The caller is the FIRST arriver picking up their cached pair — owner role.
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if (slot.Resolved.TryGetValue(player.ViewerId, out var cached))
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{
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slot.Resolved.Remove(player.ViewerId);
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return Task.FromResult<PairUpResult?>(new PairUpResult(cached, IsOwner: true, IsAiFallback: false));
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return Task.FromResult<PairUpResult?>(
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new PairUpResult(cached.Match, IsOwner: true, IsAiFallback: cached.IsAiFallback));
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}
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// 2. Someone already waiting in this slot? Pair with them.
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// This caller is the SECOND arriver who triggered the pair — joiner role.
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if (slot.Waiting is not null)
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// 2. Stale waiter eviction backstop.
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if (slot.Waiting is not null && slot.WaitingSince is { } since
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&& _clock.GetUtcNow() - since > StaleWaiterEvictionAge)
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{
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slot.Waiting = null;
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slot.WaitingSince = null;
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}
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// 3. Different viewer already waiting? Pair them.
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if (slot.Waiting is not null && slot.Waiting.ViewerId != player.ViewerId)
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{
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if (slot.Waiting.ViewerId == player.ViewerId)
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{
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// Same viewer polled twice while parked — keep them parked.
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return Task.FromResult<PairUpResult?>(null);
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}
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var p1 = slot.Waiting;
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var p2 = player;
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slot.Waiting = null;
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slot.WaitingSince = null;
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var match = _bridge.RegisterBattle(p1, p2, BattleType.Pvp);
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// Cache the result for the FIRST arriver's next poll (consume-on-read).
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slot.Resolved[p1.ViewerId] = match;
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return Task.FromResult<PairUpResult?>(new PairUpResult(match, IsOwner: false, IsAiFallback: false));
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// Cache for the FIRST arriver's next poll (consume-on-read).
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slot.Resolved[p1.ViewerId] = (match, IsAiFallback: false);
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return Task.FromResult<PairUpResult?>(
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new PairUpResult(match, IsOwner: false, IsAiFallback: false));
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}
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// 3. Empty slot — park this caller.
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slot.Waiting = player;
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// 4. Caller IS the waiter AND policy permits AI fallback AND threshold elapsed?
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if (slot.Waiting?.ViewerId == player.ViewerId
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&& policy.Kind == PolicyKind.PvpFirstThenAiFallback
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&& slot.WaitingSince is { } parkedAt
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&& _clock.GetUtcNow() - parkedAt >= threshold)
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{
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slot.Waiting = null;
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slot.WaitingSince = null;
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var match = _bridge.RegisterBattle(player, null, BattleType.Bot);
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return Task.FromResult<PairUpResult?>(
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new PairUpResult(match, IsOwner: true, IsAiFallback: true));
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}
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// 5. Park (first time only — preserve WaitingSince across sub-threshold re-polls).
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if (slot.Waiting is null)
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{
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slot.Waiting = player;
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slot.WaitingSince = _clock.GetUtcNow();
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}
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return Task.FromResult<PairUpResult?>(null);
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}
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}
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/// <summary>
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/// Resolves the current AI-fallback threshold from the scoped
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/// <see cref="IGameConfigService"/>. Singleton-safe via per-call scope creation.
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/// </summary>
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private int GetThresholdSeconds()
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{
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using var scope = _scopeFactory.CreateScope();
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var config = scope.ServiceProvider.GetRequiredService<IGameConfigService>();
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return config.Get<MatchingConfig>().RankBattleAiFallbackThresholdSeconds;
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}
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private sealed class ModeSlot
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{
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public BattlePlayer? Waiting { get; set; }
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public Dictionary<long, PendingMatch> Resolved { get; } = new();
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public DateTimeOffset? WaitingSince { get; set; }
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public Dictionary<long, (PendingMatch Match, bool IsAiFallback)> Resolved { get; } = new();
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public object Lock { get; } = new();
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}
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}
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@@ -128,9 +128,15 @@ public class Program
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// in appsettings*.json — see appsettings.Development.json for SoloDefaultsToScripted.
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builder.Configuration.GetSection("BattleNode").Bind(opt);
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});
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// In-process FCFS pair-up for TK2 PvP /do_matching. Singleton: per-mode state is
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// process-wide. Proper queue API is a separate spec; this is enough to actually
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// pair two viewers polling the same mode end-to-end.
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// In-process FCFS pair-up for TK2 PvP /do_matching, plus rank-battle's AI-fallback
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// branch. Singleton: per-mode state is process-wide. Proper queue API is a separate
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// spec; this is enough to actually pair two viewers polling the same mode end-to-end.
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builder.Services.AddSingleton(new ModePolicyRegistry(new[]
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{
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new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
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new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
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new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
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}));
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builder.Services.AddSingleton<IMatchingPairUpService, InProcessPairUp>();
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builder.Services.AddTransient<ShadowverseTranslationMiddleware>();
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156
SVSim.UnitTests/Matching/InProcessPairUpRankFallbackTests.cs
Normal file
156
SVSim.UnitTests/Matching/InProcessPairUpRankFallbackTests.cs
Normal file
@@ -0,0 +1,156 @@
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Time.Testing;
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using Moq;
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using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.Database.Models.Config;
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using SVSim.Database.Services;
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using SVSim.EmulatedEntrypoint.Matching;
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namespace SVSim.UnitTests.Matching;
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[TestFixture]
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[FixtureLifeCycle(LifeCycle.InstancePerTestCase)]
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public class InProcessPairUpRankFallbackTests
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{
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private FakeTimeProvider _clock = null!;
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private Mock<IMatchingBridge> _bridge = null!;
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private Mock<IGameConfigService> _config = null!;
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private ModePolicyRegistry _policies = null!;
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private InProcessPairUp _pairUp = null!;
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[SetUp]
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public void SetUp()
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{
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_clock = new FakeTimeProvider(startDateTime: new DateTimeOffset(2026, 6, 2, 0, 0, 0, TimeSpan.Zero));
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_bridge = new Mock<IMatchingBridge>();
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_config = new Mock<IGameConfigService>();
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_config.Setup(c => c.Get<MatchingConfig>())
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.Returns(new MatchingConfig { RankBattleAiFallbackThresholdSeconds = 15 });
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_policies = new ModePolicyRegistry(new[]
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{
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new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
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new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
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new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
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});
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// Build a tiny service provider exposing the mock IGameConfigService as scoped,
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// and inject IServiceScopeFactory into InProcessPairUp the same way prod does.
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var services = new ServiceCollection();
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services.AddScoped<IGameConfigService>(_ => _config.Object);
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var sp = services.BuildServiceProvider();
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_pairUp = new InProcessPairUp(_bridge.Object, _policies, sp.GetRequiredService<IServiceScopeFactory>(), _clock);
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}
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private static BattlePlayer Player(long id) =>
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new(id, new MatchContext(
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SelfDeckCardIds: Array.Empty<long>(), ClassId: "0", CharaId: "0",
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CardMasterName: "card_master_node_10015",
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CountryCode: "JP", UserName: $"P{id}", SleeveId: "0",
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EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11));
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[Test]
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public async Task TK2_policy_is_PvpOnly_no_fallback_regression()
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{
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var p = Player(1);
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var first = await _pairUp.TryPairAsync("arena_two_pick_battle", p, default);
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Assert.That(first, Is.Null, "First poll should park.");
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_clock.Advance(TimeSpan.FromSeconds(20)); // Past the rotation threshold.
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var second = await _pairUp.TryPairAsync("arena_two_pick_battle", p, default);
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Assert.That(second, Is.Null, "TK2 must not fall back to AI even past threshold.");
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_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), BattleType.Bot), Times.Never);
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}
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[Test]
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public async Task Rotation_first_poll_parks_no_fallback()
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{
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var p = Player(1);
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var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
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Assert.That(result, Is.Null, "First poll should park even on fallback-eligible modes.");
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_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
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}
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[Test]
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public async Task Rotation_second_poll_under_threshold_stays_parked()
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{
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var p = Player(1);
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await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
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_clock.Advance(TimeSpan.FromSeconds(5));
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var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
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Assert.That(result, Is.Null, "Sub-threshold polls should keep the viewer parked.");
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_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
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}
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[Test]
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public async Task Rotation_poll_past_threshold_falls_back_to_Bot()
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{
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var p = Player(1);
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var bid = "bot-bid-1";
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var url = "http://node.local/socket.io/";
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_bridge.Setup(b => b.RegisterBattle(p, null, BattleType.Bot))
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.Returns(new PendingMatch(bid, url));
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await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
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_clock.Advance(TimeSpan.FromSeconds(16));
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var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
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Assert.That(result, Is.Not.Null);
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Assert.That(result!.IsAiFallback, Is.True);
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Assert.That(result.IsOwner, Is.True);
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Assert.That(result.Match.BattleId, Is.EqualTo(bid));
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_bridge.Verify(b => b.RegisterBattle(p, null, BattleType.Bot), Times.Once);
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}
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[Test]
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public async Task Rotation_partner_arrives_before_threshold_pairs_PvP()
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{
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var pA = Player(1);
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var pB = Player(2);
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_bridge.Setup(b => b.RegisterBattle(pA, pB, BattleType.Pvp))
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.Returns(new PendingMatch("pvp-bid", "http://node.local/socket.io/"));
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await _pairUp.TryPairAsync("rotation_rank_battle", pA, default);
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_clock.Advance(TimeSpan.FromSeconds(10)); // Sub-threshold.
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var joinerResult = await _pairUp.TryPairAsync("rotation_rank_battle", pB, default);
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Assert.That(joinerResult, Is.Not.Null);
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Assert.That(joinerResult!.IsAiFallback, Is.False, "Pair-up wins over AI fallback when partner arrives in window.");
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Assert.That(joinerResult.IsOwner, Is.False, "Joiner role.");
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_bridge.Verify(b => b.RegisterBattle(pA, pB, BattleType.Pvp), Times.Once);
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_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), null, BattleType.Bot), Times.Never);
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}
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[Test]
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public async Task Rotation_stale_waiter_evicted_on_next_arriver()
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{
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var pA = Player(1);
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var pB = Player(2);
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_bridge.Setup(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), null, BattleType.Bot))
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.Returns<BattlePlayer, BattlePlayer?, BattleType>((p, _, _) => new PendingMatch("bot-" + p.ViewerId, "http://node.local/socket.io/"));
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await _pairUp.TryPairAsync("rotation_rank_battle", pA, default);
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_clock.Advance(TimeSpan.FromMinutes(6)); // Past the 5-minute stale eviction.
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var resultB = await _pairUp.TryPairAsync("rotation_rank_battle", pB, default);
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// B sees an empty slot (A evicted as stale) and becomes the new waiter.
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Assert.That(resultB, Is.Null);
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_bridge.Verify(b => b.RegisterBattle(pA, pB, BattleType.Pvp), Times.Never, "Stale A should not have paired with B.");
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}
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[Test]
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public async Task Unlimited_independent_from_Rotation()
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{
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var p = Player(1);
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await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
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var unlimitedResult = await _pairUp.TryPairAsync("unlimited_rank_battle", p, default);
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Assert.That(unlimitedResult, Is.Null, "Per-mode slots must be independent.");
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}
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}
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@@ -1,6 +1,11 @@
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Time.Testing;
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using Moq;
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using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.Database.Models.Config;
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using SVSim.Database.Services;
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using SVSim.EmulatedEntrypoint.Matching;
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namespace SVSim.UnitTests.Matching;
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@@ -11,8 +16,7 @@ public class InProcessPairUpTests
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[Test]
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public async Task TryPairAsync_on_empty_slot_returns_null_and_parks()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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var svc = BuildSvc();
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var match = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
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@@ -22,8 +26,7 @@ public class InProcessPairUpTests
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[Test]
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public async Task TryPairAsync_with_waiting_partner_pairs_returns_match_as_joiner()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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var svc = BuildSvc();
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await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
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var result = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None);
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@@ -32,13 +35,14 @@ public class InProcessPairUpTests
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Assert.That(result!.Match.BattleId, Is.Not.Empty);
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Assert.That(result.IsOwner, Is.False,
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"The second arriver (who triggered the pair) is the joiner — wire matching_state 3004.");
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Assert.That(result.IsAiFallback, Is.False,
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"TK2 is PvpOnly — never falls back to AI.");
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}
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[Test]
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public async Task First_arrivers_next_poll_returns_cached_match_as_owner_then_evicts()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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var svc = BuildSvc();
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await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // park
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var secondPaired = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None); // pair
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@@ -57,8 +61,7 @@ public class InProcessPairUpTests
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[Test]
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public async Task Different_modes_do_not_pair_across_slots()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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var svc = BuildSvc();
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await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
|
||||
var rankMatch = await svc.TryPairAsync("rank_rotation", new BattlePlayer(2, Ctx()), CancellationToken.None);
|
||||
@@ -66,6 +69,26 @@ public class InProcessPairUpTests
|
||||
Assert.That(rankMatch, Is.Null, "Different mode shouldn't pair with tk2's waiting viewer.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds an InProcessPairUp with a real MatchingBridge (so BattleIds are real)
|
||||
/// + a fake clock, default-threshold MatchingConfig, and an empty policy registry
|
||||
/// (so unknown modes default to PvpOnly — preserving Phase 2 behaviour for
|
||||
/// these legacy tests).
|
||||
/// </summary>
|
||||
private static InProcessPairUp BuildSvc()
|
||||
{
|
||||
var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
|
||||
var clock = new FakeTimeProvider();
|
||||
var config = new Mock<IGameConfigService>();
|
||||
config.Setup(c => c.Get<MatchingConfig>()).Returns(new MatchingConfig());
|
||||
var policies = new ModePolicyRegistry(Array.Empty<ModePolicy>());
|
||||
|
||||
var services = new ServiceCollection();
|
||||
services.AddScoped<IGameConfigService>(_ => config.Object);
|
||||
var sp = services.BuildServiceProvider();
|
||||
return new InProcessPairUp(bridge, policies, sp.GetRequiredService<IServiceScopeFactory>(), clock);
|
||||
}
|
||||
|
||||
private static MatchContext Ctx() => new(
|
||||
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
|
||||
ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.Extensions.TimeProvider.Testing" Version="8.0.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.6.0" />
|
||||
<PackageReference Include="NUnit" Version="3.13.3" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" />
|
||||
|
||||
Reference in New Issue
Block a user