refactor(battle-node): remove ScriptedBotParticipant and dev-affordance wiring

Deletes the scripted opponent and every entry point that created a
BattleType.Scripted session (the ?scripted=1 query opt-in, the
SoloDefaultsToScripted toggle, the resolver short-circuit, the WS handler case,
the bridge validation arm). Real two-client PvP and the Bot matchmaking-timeout
fallback are untouched. ResolveAsync drops its scriptedOptIn parameter.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 20:15:48 -04:00
parent 8085119439
commit f21ab7a38c
21 changed files with 49 additions and 395 deletions

View File

@@ -16,17 +16,6 @@ public sealed class BattleNodeOptions
/// </summary>
public TimeSpan WaitingRoomTimeout { get; set; } = TimeSpan.FromSeconds(60);
/// <summary>
/// Dev convenience: when true, matchmaking endpoints that would otherwise park
/// a solo poller (returning 3002 RETRY until a partner arrives) instead return
/// a Scripted match immediately — equivalent to passing <c>?scripted=1</c> on
/// every request. Turn off to test real PvP with two clients. Default false.
/// <para>Trade-off: while on, two viewers polling simultaneously each get
/// their own Scripted match instead of pairing with each other. Toggling off
/// is the only way to get PvP behavior.</para>
/// </summary>
public bool SoloDefaultsToScripted { get; set; } = false;
/// <summary>
/// When true, <see cref="Sessions.Participants.RealParticipant"/> emits per-frame
/// diagnostic logs at Information level: <c>[sio-in]</c> on every inbound msg/alive/hand

View File

@@ -47,9 +47,6 @@ public sealed class MatchingBridge : IMatchingBridge
case BattleType.Bot:
if (p2 is not null) throw new ArgumentException("Bot must have p2==null.", nameof(p2));
break;
case BattleType.Scripted:
// p2 currently null; future server-driven bot will populate it.
break;
default:
throw new ArgumentOutOfRangeException(nameof(type), type, "Unknown BattleType.");
}

View File

@@ -120,18 +120,6 @@ public sealed class BattleNodeWebSocketHandler
switch (pending.Type)
{
case BattleType.Scripted:
{
_store.RemovePending(battleId);
var realParticipant = new RealParticipant(ws, viewerId, pending.P1.Context,
_loggerFactory.CreateLogger<RealParticipant>(), _options.DiagnosticLogging);
var scriptedBot = new ScriptedBotParticipant();
var session = new BattleSession(battleId, pending.Type, realParticipant, scriptedBot,
_loggerFactory.CreateLogger<BattleSession>());
await session.RunAsync(ctx.RequestAborted);
break;
}
case BattleType.Pvp:
{
// Pick this connection's MatchContext (P1's if isP1, P2's if isP2).

View File

@@ -127,8 +127,8 @@ public static class ScriptedLifecycle
IdxChangeSeed: ScriptedProfiles.ReadyIdxChangeSeed,
Spin: ScriptedProfiles.ReadySpin));
// --- Client-shaped emissions used by ScriptedBotParticipant so the session brokers
// the bot through the same handshake arms as a human. Bodies for the parameterless
// --- Client-shaped emissions (legacy scripted-bot scaffolding, pending removal) so the
// session brokers the bot through the same handshake arms as a human. Bodies for the parameterless
// handshake frames are ignored by the session (it reads from.Context / phase); only
// Swap's idxList is consumed (empty = keep the dealt hand).

View File

@@ -13,9 +13,8 @@ namespace SVSim.BattleNode.Sessions;
/// flag) and dispatches via <see cref="IBattleParticipant.PushAsync"/>.
/// </summary>
/// <remarks>
/// Phase 1 wires this for <see cref="BattleType.Scripted"/> only — the dispatch logic
/// preserves v1.2 behaviour. Phase 2 wires Pvp (broadcast Matched/BattleStart per-perspective,
/// forward gameplay frames between participants). Phase 3 wires Bot (ack-only).
/// Wires both battle modes: Pvp (broadcast Matched/BattleStart per-perspective, forward
/// gameplay frames between the two real participants) and Bot (ack-only, NoOp opponent).
/// </remarks>
public sealed class BattleSession
{
@@ -85,10 +84,9 @@ public sealed class BattleSession
if (Type == BattleType.Pvp)
{
// WhenAny: first WS drop / first graceful close triggers cascade.
// ScriptedBotParticipant.RunAsync also returns immediately; that's not used
// here (Pvp has two RealParticipants), but we'd still want a synthesized
// BattleFinish for the survivor if either side terminates first.
// WhenAny: first WS drop / first graceful close triggers cascade. Pvp has two
// RealParticipants; we synthesize a BattleFinish for the survivor if either side
// terminates first.
var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false);
var survivor = first == aTask ? B : A;
@@ -118,8 +116,8 @@ public sealed class BattleSession
}
else
{
// Phase 1 semantics for Scripted/Bot: wait for ALL participants. The bot's
// RunAsync returns immediately; the session keeps running for the real one.
// Bot mode: the NoOp opponent's RunAsync returns immediately; wait for the real
// participant. The session keeps running for the real one.
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch { /* swallow */ }
}

View File

@@ -9,8 +9,6 @@ namespace SVSim.BattleNode.Sessions;
/// <list type="bullet">
/// <item><c>RealParticipant</c> — WS-backed.</item>
/// <item><c>NoOpBotParticipant</c> — silent; for <c>BattleType.Bot</c> (AI-passive).</item>
/// <item><c>ScriptedBotParticipant</c> — wraps the v1.2 lifecycle for
/// <c>BattleType.Scripted</c> (solo testing harness).</item>
/// </list>
/// </summary>
public interface IBattleParticipant : IAsyncDisposable

View File

@@ -1,82 +0,0 @@
using System.Linq;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Participants;
/// <summary>
/// Server-scripted opponent that drives a client-shaped emit chain so the session brokers
/// it through the same handshake arms as a human. <see cref="RunAsync"/> kicks off
/// <c>InitNetwork</c>; the session's pushes then drive <see cref="PushAsync"/> reactively:
/// <c>InitNetwork</c>(ack)→<c>InitBattle</c>, <c>Matched</c>→<c>Loaded</c>, <c>Deal</c>→<c>Swap</c>
/// (empty mulligan). After the player's <c>TurnEnd</c> it fires the v1.2 three-frame burst
/// (<c>OpponentTurnStart</c>, <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>). All other URIs
/// are swallowed. Implementing <see cref="IHasHandshakePhase"/> is what makes the session
/// treat it as a real handshake participant (mulligan-barrier swapper included).
/// </summary>
/// <remarks>
/// ViewerId, Context are fixtures matching <see cref="ScriptedLifecycle.FakeOpponentViewerId"/>
/// and a scripted opponent profile. The Context fixture is the source of truth for the
/// scripted opponent's half of Matched and BattleStart (cosmetics, deck count, class/chara) —
/// <see cref="BattleSession.ComputeFrames"/> reads <c>other.Context</c> for those frames.
/// Deal still uses fixed scripted frames that ignore Context.
/// </remarks>
public sealed class ScriptedBotParticipant : IBattleParticipant, IHasHandshakePhase
{
public long ViewerId => ScriptedLifecycle.FakeOpponentViewerId;
public MatchContext Context { get; } = new(
// 30 dummy card ids so oppoCtx.SelfDeckCardIds.Count == 30 — prod frame[2] (Matched)
// shipped OppoDeckCount: 30.
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 0L).ToList(),
// BattleStart opponent half (frame[5]): ClassId/CharaId both "8" (neutral test class).
ClassId: "8", CharaId: "8", CardMasterName: "card_master_node_10015",
// Matched opponent half (frame[2]): cosmetic fields from the prod capture.
CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
BattleType: 0);
// Session reads/advances this through its phase-gated handshake arms, exactly as it
// does for a RealParticipant. The bot doesn't read it — it reacts to pushed URIs —
// but implementing IHasHandshakePhase is what makes the session treat the bot as a
// real handshake participant (so its InitNetwork/InitBattle/Loaded/Swap emissions are
// processed, and the mulligan barrier counts it as a swapper).
public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
// Kick off the handshake like a connecting client. The session acks InitNetwork,
// which drives PushAsync below through InitBattle → Loaded → Swap.
public Task RunAsync(CancellationToken ct) => EmitAsync(ScriptedLifecycle.BuildClientInitNetwork(), ct);
public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
{
switch (envelope.Uri)
{
case NetworkBattleUri.InitNetwork: // the ack
await EmitAsync(ScriptedLifecycle.BuildClientInitBattle(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.Matched:
await EmitAsync(ScriptedLifecycle.BuildClientLoaded(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.Deal:
await EmitAsync(ScriptedLifecycle.BuildClientSwap(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.TurnEnd:
// v1.2 scripted-turn burst, taken AFTER the player's turn (bot is second).
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
break;
// Everything else (BattleStart, our own Swap-response, Ready, TurnEndFinal,
// Judge, BattleFinish, …) needs no bot reaction.
}
}
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
private Task EmitAsync(MsgEnvelope env, CancellationToken ct) =>
FrameEmitted?.Invoke(env, ct) ?? Task.CompletedTask;
}

View File

@@ -27,20 +27,13 @@ public class ArenaTwoPickBattleController : SVSimController
[HttpPost("do_matching")]
public async Task<IActionResult> DoMatching(
[FromBody] DoMatchingRequest req,
[FromQuery(Name = "scripted")] string? scripted = null,
CancellationToken ct = default)
{
if (!TryGetViewerId(out var vid)) return Unauthorized();
// Accept "1" or "true" (case-insensitive) as per-request opt-in for the Scripted
// path. ASP.NET's default bool binder rejects "1", so parse permissively here.
// BattleNodeOptions.SoloDefaultsToScripted is the process-wide equivalent and is
// applied inside the resolver.
var scriptedOptIn = scripted is not null
&& (scripted == "1" || string.Equals(scripted, "true", StringComparison.OrdinalIgnoreCase));
try
{
var ctx = await _matchContextBuilder.BuildForTwoPickAsync(vid);
var r = await _resolver.ResolveAsync("arena_two_pick_battle", new BattlePlayer(vid, ctx), scriptedOptIn, ct);
var r = await _resolver.ResolveAsync("arena_two_pick_battle", new BattlePlayer(vid, ctx), ct);
return Ok(new DoMatchingResponseDto
{
MatchingState = r.MatchingState,

View File

@@ -132,10 +132,7 @@ public sealed class RankBattleController : ControllerBase
return Ok(new DoMatchingResponseDto { MatchingState = 3001, NodeServerUrl = "" });
}
// Rank battle has no ?scripted=1 query opt-in (no live capture has shown such a
// param on the rank URLs). The process-wide BattleNodeOptions.SoloDefaultsToScripted
// toggle is the only scripted entry point and is honored inside the resolver.
var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), scriptedOptIn: false, ct);
var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), ct);
return Ok(new DoMatchingResponseDto
{

View File

@@ -10,10 +10,7 @@ namespace SVSim.EmulatedEntrypoint.Matching;
/// regardless of which URL family carried the request:
/// </para>
/// <list type="number">
/// <item>Honor the dev-affordance scripted opt-in (route flag and/or
/// <see cref="BattleNodeOptions.SoloDefaultsToScripted"/>) — bypass pair-up,
/// register a Scripted match, return immediately.</item>
/// <item>Otherwise consult <see cref="IMatchingPairUpService"/> and translate the
/// <item>Consult <see cref="IMatchingPairUpService"/> and translate the
/// resulting <see cref="PairUpResult"/> into a wire matching_state per the
/// 3002 / 3004 / 3007 / 3011 vocabulary.</item>
/// </list>
@@ -33,15 +30,9 @@ public interface IMatchingResolver
/// <c>"rotation_rank_battle"</c>, <c>"unlimited_rank_battle"</c>).
/// </param>
/// <param name="player">Caller's <see cref="BattlePlayer"/> (viewer-id + built MatchContext).</param>
/// <param name="scriptedOptIn">
/// Per-request opt-in from a controller-specific signal (e.g. TK2's <c>?scripted=1</c>
/// query param). OR'd with <see cref="BattleNodeOptions.SoloDefaultsToScripted"/>;
/// either being true short-circuits to a Scripted match.
/// </param>
Task<MatchingResolution> ResolveAsync(
string mode,
BattlePlayer player,
bool scriptedOptIn,
CancellationToken ct);
}

View File

@@ -1,5 +1,4 @@
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
namespace SVSim.EmulatedEntrypoint.Matching;
@@ -8,7 +7,6 @@ public sealed class MatchingResolver : IMatchingResolver
{
private readonly IMatchingBridge _bridge;
private readonly IMatchingPairUpService _pairUp;
private readonly BattleNodeOptions _options;
public MatchingResolver(
IMatchingBridge bridge,
@@ -17,25 +15,13 @@ public sealed class MatchingResolver : IMatchingResolver
{
_bridge = bridge;
_pairUp = pairUp;
_options = options;
}
public Task<MatchingResolution> ResolveAsync(
string mode,
BattlePlayer player,
bool scriptedOptIn,
CancellationToken ct)
{
// Dev-affordance short-circuit. Either a per-request flag (e.g. ?scripted=1) or the
// process-wide BattleNodeOptions.SoloDefaultsToScripted toggle puts us here.
// Registers a Scripted match (server-side scripted opponent in BattleSession) and
// returns matching_state=3004 SUCCEEDED so the client opens the WS and proceeds.
if (scriptedOptIn || _options.SoloDefaultsToScripted)
{
var m = _bridge.RegisterBattle(player, p2: null, BattleType.Scripted);
return Task.FromResult(new MatchingResolution(3004, m.BattleId, m.NodeServerUrl));
}
return ResolveViaPairUpAsync(mode, player, ct);
}

View File

@@ -125,7 +125,7 @@ public class Program
// BestHTTP's SocketManager parses this as the Socket.IO v2 endpoint URL.
opt.NodeServerUrl = "localhost:5148/socket.io/";
// Any field in BattleNodeOptions can be overridden via the "BattleNode" section
// in appsettings*.json — see appsettings.Development.json for SoloDefaultsToScripted.
// in appsettings*.json — see appsettings.Development.json for DiagnosticLogging.
builder.Configuration.GetSection("BattleNode").Bind(opt);
});
// In-process FCFS pair-up for TK2 PvP /do_matching, plus rank-battle's AI-fallback
@@ -138,9 +138,8 @@ public class Program
new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
}));
builder.Services.AddSingleton<IMatchingPairUpService, InProcessPairUp>();
// Single resolver shared by every /do_matching family controller. Owns the scripted-
// flag short-circuit + the pair-up → matching_state mapping. Singleton: stateless,
// all deps are singletons too.
// Single resolver shared by every /do_matching family controller. Owns the
// pair-up → matching_state mapping. Singleton: stateless, all deps are singletons too.
builder.Services.AddSingleton<IMatchingResolver, MatchingResolver>();
// Phase 3: bot roster used by RankBattleController.AiStart to compose oppo_info.
// Transient because BotRoster depends on the transient IGlobalsRepository.

View File

@@ -9,7 +9,6 @@
"BypassSteamTicket": true
},
"BattleNode": {
"SoloDefaultsToScripted": false,
"DiagnosticLogging": true
}
}

View File

@@ -8,19 +8,19 @@ namespace SVSim.UnitTests.BattleNode.Bridge;
public class MatchingBridgeTests
{
[Test]
public void RegisterBattle_Scripted_stores_pending_and_returns_node_url()
public void RegisterBattle_Bot_stores_pending_and_returns_node_url()
{
var store = new InMemoryBattleSessionStore();
var bridge = new MatchingBridge(store, new BattleNodeOptions { NodeServerUrl = "localhost:5148/socket.io/" });
var p1 = new BattlePlayer(906243102, FixtureCtx());
var match = bridge.RegisterBattle(p1, p2: null, BattleType.Scripted);
var match = bridge.RegisterBattle(p1, p2: null, BattleType.Bot);
Assert.That(match.NodeServerUrl, Is.EqualTo("localhost:5148/socket.io/"));
Assert.That(match.BattleId, Is.Not.Empty);
var pending = store.TryGetPending(match.BattleId);
Assert.That(pending, Is.Not.Null);
Assert.That(pending!.Type, Is.EqualTo(BattleType.Scripted));
Assert.That(pending!.Type, Is.EqualTo(BattleType.Bot));
Assert.That(pending.P1.ViewerId, Is.EqualTo(906243102));
Assert.That(pending.P2, Is.Null);
}
@@ -30,8 +30,8 @@ public class MatchingBridgeTests
{
var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
var a = bridge.RegisterBattle(new BattlePlayer(1, FixtureCtx()), null, BattleType.Scripted);
var b = bridge.RegisterBattle(new BattlePlayer(2, FixtureCtx()), null, BattleType.Scripted);
var a = bridge.RegisterBattle(new BattlePlayer(1, FixtureCtx()), null, BattleType.Bot);
var b = bridge.RegisterBattle(new BattlePlayer(2, FixtureCtx()), null, BattleType.Bot);
Assert.That(a.BattleId, Is.Not.EqualTo(b.BattleId));
}
@@ -41,7 +41,7 @@ public class MatchingBridgeTests
{
var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
var match = bridge.RegisterBattle(new BattlePlayer(1, FixtureCtx()), null, BattleType.Scripted);
var match = bridge.RegisterBattle(new BattlePlayer(1, FixtureCtx()), null, BattleType.Bot);
Assert.That(match.BattleId, Has.Length.EqualTo(12));
Assert.That(match.BattleId, Does.Match("^[0-9]{12}$"));

View File

@@ -173,8 +173,8 @@ public class ScriptedLifecycleTests
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleType: 11);
// Mirrors ScriptedBotParticipant.Context — the scripted opponent's MatchContext fixture
// that the new BuildMatched/BuildBattleStart helpers read from for the oppo half.
// A prod-captured opponent MatchContext fixture that the BuildMatched/BuildBattleStart
// helpers read from for the oppo half.
private static MatchContext ScriptedBotCtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 0L).ToList(),
ClassId: "8", CharaId: "8", CardMasterName: "card_master_node_10015",

View File

@@ -159,7 +159,7 @@ public class TypedBodyWireShapeTests
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleType: 11);
// Mirrors ScriptedBotParticipant.Context — 30-card deck and the prod-captured opponent
// Prod-captured opponent fixture — 30-card deck and the prod-captured opponent
// cosmetics (ClassId/CharaId "8") so the wire bytes asserted below (oppoInfo classId/charaId,
// oppoDeckCount=30, etc.) remain byte-identical after the BuildMatched/BuildBattleStart
// signature change.

View File

@@ -12,9 +12,8 @@ namespace SVSim.UnitTests.BattleNode.Sessions;
/// <summary>
/// Audit Md11 — confirms <see cref="BattleSession.RunAsync"/> drops the per-RealParticipant
/// <see cref="SVSim.BattleNode.Reliability.OutboundSequencer"/> archive when the session
/// terminates. The Scripted bot has no outbound archive of its own, so the test uses a
/// Scripted session (one Real, one ScriptedBot) and asserts only the Real side's archive
/// is cleared.
/// terminates. The NoOp bot has no outbound archive of its own, so the test uses a Bot
/// session (one Real, one NoOpBot) and asserts only the Real side's archive is cleared.
/// </summary>
[TestFixture]
public class BattleSessionTerminateCascadeTests
@@ -25,7 +24,7 @@ public class BattleSessionTerminateCascadeTests
var ws = new TestWebSocket();
var real = new RealParticipant(
ws, viewerId: 1, MakeFakeContext(), NullLogger<RealParticipant>.Instance);
var bot = new ScriptedBotParticipant();
var bot = new NoOpBotParticipant();
// Pre-load the archive so we can prove it was cleared (not just empty).
real.Outbound.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Matched));
@@ -33,7 +32,7 @@ public class BattleSessionTerminateCascadeTests
Assume.That(real.Outbound.Archive.Count, Is.EqualTo(2), "Precondition: archive populated.");
var session = new BattleSession(
battleId: "test-bid", type: BattleType.Scripted,
battleId: "test-bid", type: BattleType.Bot,
a: real, b: bot, log: NullLogger<BattleSession>.Instance);
// Drive RunAsync to completion: closing the incoming side causes

View File

@@ -1,4 +1,4 @@
using NUnit.Framework;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
@@ -14,7 +14,7 @@ public class InMemoryBattleSessionStoreTests
[Test]
public void RegisterThenGet_ReturnsRegisteredBattle()
{
var battle = new PendingBattle("bid-1", BattleType.Scripted, new BattlePlayer(906243102, FixtureCtx()), null);
var battle = new PendingBattle("bid-1", BattleType.Bot, new BattlePlayer(906243102, FixtureCtx()), null);
_store.RegisterPending(battle);
Assert.That(_store.TryGetPending("bid-1"), Is.EqualTo(battle));
@@ -29,7 +29,7 @@ public class InMemoryBattleSessionStoreTests
[Test]
public void Remove_ReturnsTrueWhenPresent_FalseWhenAbsent()
{
_store.RegisterPending(new PendingBattle("bid", BattleType.Scripted, new BattlePlayer(1, FixtureCtx()), null));
_store.RegisterPending(new PendingBattle("bid", BattleType.Bot, new BattlePlayer(1, FixtureCtx()), null));
Assert.That(_store.RemovePending("bid"), Is.True);
Assert.That(_store.RemovePending("bid"), Is.False);
}
@@ -37,8 +37,8 @@ public class InMemoryBattleSessionStoreTests
[Test]
public void Register_DuplicateBattleId_OverwritesPrior()
{
_store.RegisterPending(new PendingBattle("bid", BattleType.Scripted, new BattlePlayer(1, FixtureCtx()), null));
_store.RegisterPending(new PendingBattle("bid", BattleType.Scripted, new BattlePlayer(2, FixtureCtx()), null));
_store.RegisterPending(new PendingBattle("bid", BattleType.Bot, new BattlePlayer(1, FixtureCtx()), null));
_store.RegisterPending(new PendingBattle("bid", BattleType.Bot, new BattlePlayer(2, FixtureCtx()), null));
Assert.That(_store.TryGetPending("bid")!.P1.ViewerId, Is.EqualTo(2));
}
@@ -49,3 +49,4 @@ public class InMemoryBattleSessionStoreTests
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleType: 11);
}

View File

@@ -12,18 +12,24 @@ namespace SVSim.UnitTests.Controllers;
public class ArenaTwoPickBattleControllerTests
{
[Test]
public async Task DoMatching_AuthenticatedViewer_Returns3004WithBattleIdAndNodeUrl()
public async Task DoMatching_joiner_Returns3004WithBattleIdAndNodeUrlAndCardMaster()
{
using var factory = new SVSimTestFactory();
var viewerId = await factory.SeedViewerAsync();
await SeedCompleteTwoPickRunAsync(factory, viewerId);
var vidA = await factory.SeedViewerAsync(steamId: 76_561_198_000_000_021UL);
var vidB = await factory.SeedViewerAsync(steamId: 76_561_198_000_000_022UL);
await SeedCompleteTwoPickRunAsync(factory, vidA);
await SeedCompleteTwoPickRunAsync(factory, vidB);
using var clientA = factory.CreateAuthenticatedClient(vidA);
using var clientB = factory.CreateAuthenticatedClient(vidB);
using var client = factory.CreateAuthenticatedClient(viewerId);
var req = new {
deck_no = 1L, need_init = 1, log = 1, excluded_field_id_list = new long[] { }, use_stage_select = 1, is_default_skin = 0,
viewer_id = "0", steam_id = 0, steam_session_ticket = "",
};
var resp = await client.PostAsync("/arena_two_pick_battle/do_matching?scripted=1", JsonContent.Create(req));
// A parks first; B triggers the pair and gets the 3004 joiner response.
await clientA.PostAsync("/arena_two_pick_battle/do_matching", JsonContent.Create(req));
var resp = await clientB.PostAsync("/arena_two_pick_battle/do_matching", JsonContent.Create(req));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await resp.Content.ReadAsStringAsync();
@@ -72,29 +78,6 @@ public class ArenaTwoPickBattleControllerTests
Assert.That(root.GetProperty("node_server_url").GetString(), Is.EqualTo(""));
}
[Test]
public async Task DoMatching_with_scripted_flag_returns_3004_Scripted_match_immediately()
{
using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
await SeedCompleteTwoPickRunAsync(factory, vid);
using var client = factory.CreateAuthenticatedClient(vid);
var req = new {
deck_no = 1L, need_init = 1, log = 1, excluded_field_id_list = new long[] { }, use_stage_select = 1, is_default_skin = 0,
viewer_id = "0", steam_id = 0, steam_session_ticket = "",
};
var resp = await client.PostAsync("/arena_two_pick_battle/do_matching?scripted=1", JsonContent.Create(req));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await resp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
var root = doc.RootElement;
Assert.That(root.GetProperty("matching_state").GetInt32(), Is.EqualTo(3004));
Assert.That(root.GetProperty("battle_id").GetString(), Is.Not.Null.And.Not.Empty);
}
[Test]
public async Task DoMatching_two_pollers_get_3004_joiner_and_3007_owner_with_same_BattleId()
{
@@ -137,35 +120,6 @@ public class ArenaTwoPickBattleControllerTests
"Owner and joiner must see the same node_server_url.");
}
[Test]
public async Task DoMatching_SoloDefaultsToScripted_flag_makes_solo_poll_return_3004_without_query_param()
{
using var factory = new SVSimTestFactory();
// BattleNodeOptions is a singleton in DI; flipping it before the request takes
// effect immediately for this factory. Real deployments toggle it via the
// "BattleNode:SoloDefaultsToScripted" key in appsettings*.json.
factory.Services.GetRequiredService<BattleNodeOptions>().SoloDefaultsToScripted = true;
var vid = await factory.SeedViewerAsync();
await SeedCompleteTwoPickRunAsync(factory, vid);
using var client = factory.CreateAuthenticatedClient(vid);
var req = new {
deck_no = 1L, need_init = 1, log = 1, excluded_field_id_list = new long[] { }, use_stage_select = 1, is_default_skin = 0,
viewer_id = "0", steam_id = 0, steam_session_ticket = "",
};
// No ?scripted=1 — the flag alone should drive the Scripted branch.
var resp = await client.PostAsync("/arena_two_pick_battle/do_matching", JsonContent.Create(req));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
using var doc = JsonDocument.Parse(await resp.Content.ReadAsStringAsync());
var root = doc.RootElement;
Assert.That(root.GetProperty("matching_state").GetInt32(), Is.EqualTo(3004),
"SoloDefaultsToScripted=true should bypass pair-up and return a Scripted 3004 SUCCEEDED.");
Assert.That(root.GetProperty("battle_id").GetString(), Is.Not.Null.And.Not.Empty);
Assert.That(root.GetProperty("node_server_url").GetString(), Does.Contain("/socket.io/"));
}
[Test]
public async Task DoMatching_NoActiveRun_Returns400WithErrorCode()

View File

@@ -1,118 +0,0 @@
using System.Net.Http.Json;
using System.Text.Json;
using Microsoft.Extensions.DependencyInjection;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Controllers;
/// <summary>
/// Cross-family contract for <c>/do_matching</c>. The single load-bearing assertion: when
/// <see cref="BattleNodeOptions.SoloDefaultsToScripted"/> is <c>true</c>, every family's
/// first poll must bypass pair-up and return a SUCCEEDED matching_state with a battle_id +
/// node_server_url — not the 3002 RETRY of the normal pair-up path.
/// <para>
/// Adding a new family is the failure trigger for this test: the new controller MUST route
/// through <see cref="SVSim.EmulatedEntrypoint.Matching.IMatchingResolver"/>, or this test
/// fails. That's the point — the test enforces "stay in line" across families.
/// </para>
/// </summary>
[TestFixture]
public class DoMatchingContractTests
{
private static readonly object DoMatchingBody = new
{
deck_no = 1L,
need_init = 1,
log = 1,
excluded_field_id_list = Array.Empty<long>(),
use_stage_select = 1,
is_default_skin = 0,
viewer_id = "0",
steam_id = 0,
steam_session_ticket = "",
};
[TestCase("/arena_two_pick_battle/do_matching", FamilyKind.TwoPick)]
[TestCase("/rotation_rank_battle/do_matching", FamilyKind.RankRotation)]
[TestCase("/unlimited_rank_battle/do_matching", FamilyKind.RankUnlimited)]
public async Task SoloDefaultsToScripted_short_circuits_every_family_to_immediate_SUCCEEDED(string url, FamilyKind family)
{
await using var factory = new SVSimTestFactory();
factory.Services.GetRequiredService<BattleNodeOptions>().SoloDefaultsToScripted = true;
var viewerId = await factory.SeedViewerAsync();
await SetupFamilyAsync(factory, viewerId, family);
using var client = factory.CreateAuthenticatedClient(viewerId);
var resp = await client.PostAsJsonAsync(url, DoMatchingBody);
Assert.That(resp.IsSuccessStatusCode, Is.True, $"Expected 2xx from {url}, got {resp.StatusCode}.");
using var doc = JsonDocument.Parse(await resp.Content.ReadAsStringAsync());
var root = doc.RootElement;
var state = root.GetProperty("matching_state").GetInt32();
Assert.That(state, Is.Not.EqualTo(3002),
$"{url}: SoloDefaultsToScripted=true must bypass pair-up; saw matching_state=3002 RETRY which means the family didn't honor the flag (probably forgot to route through IMatchingResolver).");
Assert.That(state, Is.AnyOf(3004, 3007, 3011),
$"{url}: matching_state must be SUCCEEDED (3004), SUCCEEDED_OWNER (3007), or AI_SUCCEEDED (3011) — got {state}.");
Assert.That(root.GetProperty("battle_id").GetString(), Is.Not.Null.And.Not.Empty,
$"{url}: SUCCEEDED responses must carry battle_id.");
Assert.That(root.GetProperty("node_server_url").GetString(), Does.Contain("/socket.io/"),
$"{url}: node_server_url must point at the WS endpoint.");
}
// Each family has different prerequisites — TK2 needs an active draft run, rank needs
// a deck for the requested format. The factory's seeders are sufficient for both.
public enum FamilyKind { TwoPick, RankRotation, RankUnlimited }
private static async Task SetupFamilyAsync(SVSimTestFactory factory, long viewerId, FamilyKind family)
{
switch (family)
{
case FamilyKind.TwoPick:
await SeedCompleteTwoPickRunAsync(factory, viewerId);
break;
case FamilyKind.RankRotation:
await factory.SeedGlobalsAsync();
await factory.SeedDeckAsync(viewerId, Format.Rotation, number: 1);
break;
case FamilyKind.RankUnlimited:
await factory.SeedGlobalsAsync();
await factory.SeedDeckAsync(viewerId, Format.Unlimited, number: 1);
break;
default:
throw new ArgumentOutOfRangeException(nameof(family));
}
}
// Mirrors ArenaTwoPickBattleControllerTests.SeedCompleteTwoPickRunAsync. Duplicated
// rather than promoted because the original is a private static there and only this
// test class needs to share it cross-family today; promote if a third caller surfaces.
private static async Task SeedCompleteTwoPickRunAsync(SVSimTestFactory factory, long viewerId)
{
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var deck = Enumerable.Range(1, 30).Select(i => 100_011_000L + i).ToList();
db.ViewerArenaTwoPickRuns.Add(new ViewerArenaTwoPickRun
{
ViewerId = viewerId,
EntryId = 1,
ClassId = 1,
LeaderSkinId = 1,
SelectedCardIdsJson = JsonSerializer.Serialize(deck),
IsSelectCompleted = true,
MaxBattleCount = 5,
CandidateClassIdsJson = "[1,2,3]",
PendingPickSetsJson = "[]",
ResultListJson = "[]",
NextCandidateId = 1,
});
await db.SaveChangesAsync();
}
}

View File

@@ -35,41 +35,6 @@ public class MatchingResolverTests
CountryCode: "JP", UserName: $"P{vid}", SleeveId: "0",
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11));
[Test]
public async Task When_scriptedOptIn_is_true_registers_Scripted_and_returns_3004()
{
var h = BuildHarness();
var player = Player();
h.Bridge.Setup(b => b.RegisterBattle(player, null, BattleType.Scripted))
.Returns(new PendingMatch("bid-scripted", "node.local/socket.io/"));
var r = await h.Resolver.ResolveAsync("arena_two_pick_battle", player, scriptedOptIn: true, default);
Assert.That(r.MatchingState, Is.EqualTo(3004));
Assert.That(r.BattleId, Is.EqualTo("bid-scripted"));
Assert.That(r.NodeServerUrl, Is.EqualTo("node.local/socket.io/"));
h.Bridge.VerifyAll();
h.PairUp.Verify(p => p.TryPairAsync(It.IsAny<string>(), It.IsAny<BattlePlayer>(), It.IsAny<CancellationToken>()), Times.Never);
}
[Test]
public async Task When_options_SoloDefaultsToScripted_is_true_registers_Scripted_for_any_mode()
{
// Cross-family contract: the process-wide flag overrides pair-up for every mode,
// not just TK2.
var h = BuildHarness();
h.Options.SoloDefaultsToScripted = true;
var player = Player();
h.Bridge.Setup(b => b.RegisterBattle(player, null, BattleType.Scripted))
.Returns(new PendingMatch("bid-rank-scripted", "node.local/socket.io/"));
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, scriptedOptIn: false, default);
Assert.That(r.MatchingState, Is.EqualTo(3004));
Assert.That(r.BattleId, Is.EqualTo("bid-rank-scripted"));
h.PairUp.Verify(p => p.TryPairAsync(It.IsAny<string>(), It.IsAny<BattlePlayer>(), It.IsAny<CancellationToken>()), Times.Never);
}
[Test]
public async Task When_neither_flag_set_calls_pairUp_and_parks_returns_3002_with_empty_url()
{
@@ -78,7 +43,7 @@ public class MatchingResolverTests
h.PairUp.Setup(p => p.TryPairAsync("arena_two_pick_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync((PairUpResult?)null);
var r = await h.Resolver.ResolveAsync("arena_two_pick_battle", player, scriptedOptIn: false, default);
var r = await h.Resolver.ResolveAsync("arena_two_pick_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3002));
Assert.That(r.BattleId, Is.Null);
@@ -94,7 +59,7 @@ public class MatchingResolverTests
h.PairUp.Setup(p => p.TryPairAsync("rotation_rank_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync(new PairUpResult(new PendingMatch("bid-x", "node.local/socket.io/"), IsOwner: true, IsAiFallback: false));
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, scriptedOptIn: false, default);
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3007));
Assert.That(r.BattleId, Is.EqualTo("bid-x"));
@@ -108,7 +73,7 @@ public class MatchingResolverTests
h.PairUp.Setup(p => p.TryPairAsync("rotation_rank_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync(new PairUpResult(new PendingMatch("bid-x", "node.local/socket.io/"), IsOwner: false, IsAiFallback: false));
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, scriptedOptIn: false, default);
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3004));
}
@@ -122,7 +87,7 @@ public class MatchingResolverTests
h.PairUp.Setup(p => p.TryPairAsync("unlimited_rank_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync(new PairUpResult(new PendingMatch("bid-ai", "node.local/socket.io/"), IsOwner: true, IsAiFallback: true));
var r = await h.Resolver.ResolveAsync("unlimited_rank_battle", player, scriptedOptIn: false, default);
var r = await h.Resolver.ResolveAsync("unlimited_rank_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3011));
}