Commit Graph

9 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
gamer147
b65cf81977 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>
2026-06-02 01:09:42 -04:00
gamer147
3866c93065 refactor(matching): extend PairUpResult with IsAiFallback flag
Pure shape change ahead of Phase 3 AI-fallback wiring — all current
callers pass IsAiFallback: false. TK2 will always emit false (PvpOnly
policy); rank-battle's PvpFirstThenAiFallback branch sets true after
the threshold elapses.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 00:57:25 -04:00
gamer147
d7bb44973a feat(matching): ModePolicy registry for per-mode pair-up policy
Adds PolicyKind enum (PvpOnly, PvpFirstThenAiFallback), ModePolicy
record, and ModePolicyRegistry singleton with last-wins dict + PvpOnly
default for unknown modes. Wired into InProcessPairUp in a later task.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 00:55:18 -04:00
gamer147
8112b3f81f feat(arena-tk2): split do_matching success into 3007 owner / 3004 joiner
Mirrors prod's TK2 wire flow: the first arriver (parked, picks up cached
pair on a later poll) gets matching_state 3007 (SUCCEEDED_OWNER); the
second arriver (whose poll triggered the pair) gets 3004 (SUCCEEDED).

Observationally inert in the public matching code path today — the
client's Matching class writes isOwner from the response into a field
that nothing in TK2/ranked reads. Matching_Room (private rooms) DOES
read it but from a separate code path that doesn't consult our response.
We send the split anyway for prod fidelity and to leave room for future
flows (rematch UI, etc.) that might start consuming it.

TryPairAsync now returns PairUpResult(Match, IsOwner) instead of bare
PendingMatch?, so the controller can decide owner vs joiner without
re-deriving it.

Also documents on DoMatchingResponseDto why we omit prod's `room_id`
field (not in the client's DoMatchingDetail model; private-room flows
get their room id from a different API and don't consult this response).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 23:24:13 -04:00
gamer147
28b1d7531a feat(emulated-entrypoint): InProcessPairUp service for TK2 PvP matching
Tiny per-mode FCFS slot. First poller parks; second pairs and triggers
bridge.RegisterBattle(p1, p2, Pvp). Match cached for first poller's
next poll (consume-on-read). No MMR, no cross-mode, no timeouts --
the proper queue API is a separate spec; this is the smallest thing
that lets TK2 PvP work end-to-end.
2026-06-01 22:06:49 -04:00