Commit Graph

4 Commits

Author SHA1 Message Date
gamer147
24f9b2240e feat(matching): move BotRoster from hardcoded fixture to DB-backed seed
Phase 3 shipped the AI rank battle bot pool as a hardcoded 8-entry list
inlined in SVSim.EmulatedEntrypoint/Matching/BotRoster.cs — editing meant
recompiling. Per PLAN.md 2026-06-02 item (d), move it to a Bootstrap
importer so the roster lives in seeds/bot-roster.json and the DB.

Shape mirrors PracticeOpponent end-to-end:
- BotRosterEntry (SVSim.Database/Models) — PK = AiId via the Id passthrough
  pattern. DbSet<BotRosterEntry> BotRoster on SVSimDbContext.
- AddBotRoster migration (DDL only, per migrations-are-DDL-only rule).
- seeds/bot-roster.json — 8 rows preserving the current prod-verified
  cosmetic ids (sleeve 704141010 / emblem 400001100 / degree 120027 /
  field 5) and series-1 ai_ids from rm_ai_setting.csv (1111..1181).
- BotRosterSeed POCO + BotRosterImporter (idempotent upsert keyed by AiId,
  leaves seed-missing rows intact). Wired into SVSim.Bootstrap/Program.cs
  next to PracticeOpponentImporter.
- IGlobalsRepository.GetBotRoster() + impl.

IBotRoster.Pick → PickAsync because BotRoster now depends on the transient
IGlobalsRepository. RankBattleController awaits the new signature. The
deterministic hash-on-ctx invariant (same ctx → same bot, so /ai_<fmt>/start
retries pick the same opponent) is preserved.

DI: AddSingleton<IBotRoster> → AddTransient (matches IGlobalsRepository's
lifetime). Test fixture's SeedGlobalsAsync also runs the importer so
RankBattleControllerTests + the rewritten BotRosterTests both see seeded
rows.

Tests: 931 → 936 passing. Existing 3 BotRosterTests reshaped for the DB
backing + 1 new "throws on empty roster" guard; 4 new
BotRosterImporterTests mirror PracticeOpponentImporterTests
(round-trip / idempotent / seed-missing-row-intact / ai_id=0 skip).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 11:58:19 -04:00
gamer147
d87f9beb81 fix(rank-battle): use prod-verified bot cosmetic ids to unblock LoadOpponentAssets
The "Waiting for opponent" hang traced to BattleStartControl.IsReady never
flipping true. That's gated by SBattleLoad.LoadOpponentAssets which calls
ResourcesManager.LoadAssetGroupSync with the bot's
{rank, emblemId, degreeId, countryCode} — and our placeholder ids (1/1/1/"NONE")
don't resolve to any asset in the client's resource bundle, so the callback
never fires.

Replaced with the Scripted bot's known-good prod values:
- SleeveId: 704141010
- EmblemId: 400001100
- DegreeId: 120027
- FieldId: 5
- CountryCode: "JPN"
- IsOfficial: 0

These are the same ids ScriptedBotParticipant.Context uses, which we know
load fine because the TK2 Scripted flow has been working end-to-end since
Phase 2.

Reference for the load chain (decompiled client):
  BattleUI.WaitForSetUp → m_SBattleLoad.WaitCallBack
    → BattleStartControl.SetUp → CheckAbleToInitialize
    → SBattleLoad.LoadOpponentAssets (SBattleLoad.cs:933)
    → ResourcesManager.LoadAssetGroupSync — hangs on missing assets

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 11:09:20 -04:00
gamer147
45c4461515 fix(rank-battle): use real rm_ai_setting.csv ai_id values in BotRoster
Phase 3 shipped placeholder ai_id values 4001..4008, which the client's
RankMatchAISettingList.GetSettingData() couldn't resolve — the lookup
is .First() against the rm_ai_setting.csv master table and throws
InvalidOperationException ("Sequence contains no matching element")
when the id isn't present. Surfaced on live smoke as a Unity error
during battle load:

  Wizard.RankMatchAISettingDataSet.GetSettingData (System.Int32 enemyAiId)
  BattleUI+<WaitForSetUp>d__9.MoveNext ()

Replaced with the series-1 enemy_ai_id per class from
data_dumps/client-assets/rm_ai_setting.csv:
  1111=Forest, 1121=Sword, 1131=Rune, 1141=Dragon,
  1151=Shadow, 1161=Blood, 1171=Haven, 1181=Portal

Practice mode's AI catalog (practice_ai_setting.csv) uses a different
schema keyed by (class_id, difficulty) with no enemy_ai_id field, so
practice ids aren't reusable here.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 09:41:38 -04:00
gamer147
a55187e10e feat(matching): IBotRoster + hardcoded BotRoster fixture (8 bots, one per class)
AIBotProfile carries the cosmetic metadata the AI rank-battle start
endpoint composes into oppo_info. BotRoster.Pick is deterministic per
MatchContext so mid-flight retries get the same opponent. ai_id values
4001..4008 are placeholders per the existing ai-start.md TODO — we have
no live capture of the prod catalog.

Future improvement: migrate Roster to a bot-roster.json seed under
SVSim.Bootstrap/Data/seeds/ for editability without rebuilds.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 01:15:41 -04:00