fix(battle-node): respond to InitBattle/Loaded, not InitNetwork
Pushing Matched in response to InitNetwork lands it before
MatchingInitBattle() finishes wiring up the OnReceivedEvent handler
and setting status=Connect. The client's Matched-case in
ReactionReceiveUri only transitions to StartLoad when status is
Connect at the moment of receipt; otherwise the frame is silently
dropped at the state machine and the matchmaking UI never advances.
The real connect-handshake sequence (per MatchingNetworkConnectChecker
+ Matching.cs):
1. WS opens.
2. Client emits InitNetwork (cat=general).
3. Server replies InitNetwork ack → _initNetworkSuccess = true.
4. MatchingInitBattle: status=Connect; emit InitBattle; subscribe
OnReceivedEvent matching handler.
5. Server replies Matched → status=StartLoad, StartBattleLoad.
6. Asset load done → client emits Loaded.
7. Server replies BattleStart + Deal → status=Prepared, GotoBattle.
Add AwaitingInitBattle phase, gate Matched on InitBattle receipt, and
gate BattleStart+Deal on Loaded receipt. Update dispatch and
integration tests to walk the new sequence; InitBattle's wire cat is
Matching(2), not Battle(1).
Caught during v1 smoke walkthrough — battle-traffic.ndjson showed the
client receiving Matched/BattleStart at sub-millisecond gaps after
InitNetwork ack, but never advancing past matchmaking.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -183,13 +183,28 @@ public sealed class BattleSession
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var result = new List<(MsgEnvelope Envelope, bool NoStock)>();
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switch (env.Uri)
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{
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// The real handshake sequence (MatchingNetworkConnectChecker + Matching.cs):
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// 1. WS opens.
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// 2. Client emits InitNetwork (cat=general).
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// 3. Server replies with InitNetwork ack → _initNetworkSuccess = true.
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// 4. MatchingInitBattle() runs: status=Connect, emits InitBattle, THEN subscribes
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// the OnReceivedEvent matching handler.
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// 5. Server replies with Matched → handler is subscribed, status=Connect →
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// transitions to StartLoad and StartBattleLoad() loads decks/scene.
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// 6. Asset load completes → client emits Loaded.
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// 7. Server replies with BattleStart + Deal → status=Prepared, GotoBattle().
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// Pushing Matched in response to InitNetwork (instead of InitBattle) drops it
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// before the handler is subscribed; the state machine never advances.
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case NetworkBattleUri.InitNetwork when Phase == BattleSessionPhase.AwaitingInitNetwork:
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result.Add((BuildAckedEnvelope(NetworkBattleUri.InitNetwork), NoStock: true));
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Phase = BattleSessionPhase.AwaitingInitBattle;
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break;
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case NetworkBattleUri.InitBattle when Phase == BattleSessionPhase.AwaitingInitBattle:
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result.Add((ScriptedLifecycle.BuildMatched(ViewerId, ScriptedLifecycle.FakeOpponentViewerId, BattleId), NoStock: false));
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result.Add((ScriptedLifecycle.BuildBattleStart(ViewerId), NoStock: false));
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Phase = BattleSessionPhase.AwaitingLoaded;
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break;
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case NetworkBattleUri.Loaded when Phase == BattleSessionPhase.AwaitingLoaded:
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result.Add((ScriptedLifecycle.BuildBattleStart(ViewerId), NoStock: false));
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result.Add((ScriptedLifecycle.BuildDeal(), NoStock: false));
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Phase = BattleSessionPhase.AwaitingSwap;
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break;
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@@ -7,6 +7,7 @@ namespace SVSim.BattleNode.Sessions;
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public enum BattleSessionPhase
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{
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AwaitingInitNetwork,
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AwaitingInitBattle,
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AwaitingLoaded,
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AwaitingSwap,
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AfterReady,
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@@ -40,21 +40,21 @@ public class BattleNodeFlowTests
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await using var client = new RawSocketIoTestClient(ws);
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await client.ConsumeHandshakeAsync(ct);
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// 1. InitNetwork → expect InitNetwork ack push, then Matched, then BattleStart.
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// 1. InitNetwork → expect InitNetwork ack push only.
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await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.InitNetwork, pubSeq: 1), key, ct);
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var f1 = await client.ReceiveSynchronizeAsync(ct);
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var f2 = await client.ReceiveSynchronizeAsync(ct);
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var f3 = await client.ReceiveSynchronizeAsync(ct);
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Assert.That(f1.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
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Assert.That(f2.Uri, Is.EqualTo(NetworkBattleUri.Matched));
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Assert.That(f3.Uri, Is.EqualTo(NetworkBattleUri.BattleStart));
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Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
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// 2. Loaded → expect Deal.
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await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Loaded, pubSeq: 2), key, ct);
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// 2. InitBattle → expect Matched (handler is now subscribed on the client side).
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await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.InitBattle, pubSeq: 2), key, ct);
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Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Matched));
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// 3. Loaded → expect BattleStart + Deal.
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await client.SendMsgAsync(MakeEnvelope(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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// 3. Swap with empty idxList → expect Swap response + Ready.
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await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Swap, pubSeq: 3,
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// 4. Swap with empty idxList → expect Swap response + Ready.
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await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Swap, pubSeq: 4,
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body: new Dictionary<string, object?> { ["idxList"] = new List<object?>() }), key, ct);
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Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Swap));
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Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Ready));
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@@ -62,7 +62,10 @@ public class BattleNodeFlowTests
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private static MsgEnvelope MakeEnvelope(NetworkBattleUri uri, long pubSeq, Dictionary<string, object?>? body = null) =>
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new(uri, ViewerId: 906243102, Uuid: "udid-test", Bid: null, Try: 0,
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Cat: uri == NetworkBattleUri.InitNetwork ? EmitCategory.General : EmitCategory.Battle,
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// EmitMsgPack: InitNetwork → general(99); other matching URIs → matching(2); else battle(1).
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Cat: uri == NetworkBattleUri.InitNetwork ? EmitCategory.General
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: uri == NetworkBattleUri.InitBattle ? EmitCategory.Matching
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: EmitCategory.Battle,
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PubSeq: pubSeq, PlaySeq: null, Body: body ?? new Dictionary<string, object?>());
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private static string MakeKey()
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@@ -20,22 +20,34 @@ public class BattleSessionDispatchTests
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PubSeq: null, PlaySeq: null, Body: new Dictionary<string, object?>());
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[Test]
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public void InitNetwork_PushesAckThenMatchedThenBattleStart()
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public void InitNetwork_PushesAckOnly_TransitionsToAwaitingInitBattle()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.InitNetwork, NetworkBattleUri.Matched, NetworkBattleUri.BattleStart }));
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Is.EqualTo(new[] { NetworkBattleUri.InitNetwork }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
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}
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[Test]
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public void InitBattle_PushesMatched_TransitionsToAwaitingLoaded()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(responses.Single().Envelope.Uri, Is.EqualTo(NetworkBattleUri.Matched));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
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}
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[Test]
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public void Loaded_PushesDeal_TransitionsToAwaitingSwap()
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public void Loaded_PushesBattleStartThenDeal_TransitionsToAwaitingSwap()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork)); // advance phase
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
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Assert.That(responses.Single().Envelope.Uri, Is.EqualTo(NetworkBattleUri.Deal));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
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}
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@@ -44,6 +56,7 @@ public class BattleSessionDispatchTests
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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