using Microsoft.Extensions.Logging.Abstractions; using NUnit.Framework; using SVSim.BattleNode.Bridge; using SVSim.BattleNode.Lifecycle; using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Protocol.Bodies; using SVSim.BattleNode.Sessions; using SVSim.BattleNode.Sessions.Participants; namespace SVSim.UnitTests.BattleNode.Sessions; [TestFixture] public class ScriptedBotHandshakeIntegrationTests { [Test] public async Task RealBot_completes_handshake_and_both_sides_reach_Ready_through_barrier() { var bot = new ScriptedBotParticipant(); // B — real participant under test var player = new RecordingPlayer(viewerId: 1, PlayerCtx()); var session = new BattleSession("bid-int-1", BattleType.Scripted, player, bot, NullLogger.Instance); // Wire the bot's emissions into the session the way BattleSession's ctor does for // real participants (the ctor already subscribed; we just need to start RunAsync, // which fires the bot's InitNetwork and lets the reactive cascade settle). await bot.RunAsync(CancellationToken.None); // After the bot's cascade, the bot has emitted InitNetwork→InitBattle→Loaded→Swap // and is parked awaiting the player's Swap (barrier holds its Ready). Assert.That(((IHasHandshakePhase)bot).Phase, Is.EqualTo(BattleSessionPhase.AfterReady), "Bot should have driven its own handshake to AfterReady."); Assert.That(player.Received, Does.Not.Contain(NetworkBattleUri.Ready), "Player hasn't swapped yet → barrier must withhold the bot-triggered Ready from the player too."); // Now drive the player's handshake through Swap; the player's Swap should release // Ready to BOTH sides. session.ComputeFrames(player, Env(NetworkBattleUri.InitNetwork)); session.ComputeFrames(player, Env(NetworkBattleUri.InitBattle)); var loadedRoutes = session.ComputeFrames(player, Env(NetworkBattleUri.Loaded)); var bs = (BattleStartBody)loadedRoutes[0].Frame.Body; Assert.That(bs.TurnState, Is.EqualTo(0), "Player (A) goes first."); var swapRoutes = session.ComputeFrames(player, Env(NetworkBattleUri.Swap)); Assert.That(swapRoutes.Any(r => ReferenceEquals(r.Target, player) && r.Frame.Uri == NetworkBattleUri.Ready), Is.True, "Player's Swap (the second) releases Ready to the player."); Assert.That(swapRoutes.Any(r => ReferenceEquals(r.Target, bot) && r.Frame.Uri == NetworkBattleUri.Ready), Is.True, "...and to the bot."); } private sealed class RecordingPlayer : IBattleParticipant, IHasHandshakePhase { public long ViewerId { get; } public MatchContext Context { get; } public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork; public List Received { get; } = new(); public event Func? FrameEmitted; public RecordingPlayer(long viewerId, MatchContext ctx) { ViewerId = viewerId; Context = ctx; } public Task PushAsync(MsgEnvelope env, bool noStock, CancellationToken ct) { Received.Add(env.Uri); return Task.CompletedTask; } public Task RunAsync(CancellationToken ct) => Task.CompletedTask; public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask; public ValueTask DisposeAsync() => ValueTask.CompletedTask; private void Touch() => FrameEmitted?.Invoke(null!, default); } private static MatchContext PlayerCtx() => new( SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(), ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015", CountryCode: "KOR", UserName: "Player", SleeveId: "3000011", EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0, BattleType: 11); private static MsgEnvelope Env(NetworkBattleUri uri) => new(uri, ViewerId: 1, Uuid: "u", Bid: null, Try: 0, Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null, Body: new RawBody(new Dictionary())); }