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>
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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);
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var rankMatch = await svc.TryPairAsync("rank_rotation", new BattlePlayer(2, Ctx()), CancellationToken.None);
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@@ -66,6 +69,26 @@ public class InProcessPairUpTests
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Assert.That(rankMatch, Is.Null, "Different mode shouldn't pair with tk2's waiting viewer.");
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}
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/// <summary>
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/// Builds an InProcessPairUp with a real MatchingBridge (so BattleIds are real)
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/// + a fake clock, default-threshold MatchingConfig, and an empty policy registry
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/// (so unknown modes default to PvpOnly — preserving Phase 2 behaviour for
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/// these legacy tests).
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/// </summary>
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private static InProcessPairUp BuildSvc()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var clock = new FakeTimeProvider();
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var config = new Mock<IGameConfigService>();
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config.Setup(c => c.Get<MatchingConfig>()).Returns(new MatchingConfig());
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var policies = new ModePolicyRegistry(Array.Empty<ModePolicy>());
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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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return new InProcessPairUp(bridge, policies, sp.GetRequiredService<IServiceScopeFactory>(), clock);
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}
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private static MatchContext Ctx() => new(
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SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
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ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
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