Files
SVSimServer/SVSim.UnitTests/Matching/MatchingResolverTests.cs
gamer147 1007cf24d2 refactor(battlenode): type MatchContext.ClassId as CardClass enum (§C)
Behavior-preserving; full solution builds, 1013 tests green.

ClassId is the one genuinely-closed set of the three flagged stringly fields, so it
becomes a CardClass enum (1..8). Wire stays "1".."8": producer casts
(CardClass)run.ClassId, ServerBattleFrames renders via CardClassWire.ToWireValue().
RankBattleController's AI-start path drops a fragile int.TryParse(...)?:-1 for (int)cast.

CharaId (free-form leader/skin id, e.g. "5000123") and CountryCode (open-ended account
data) stay string with proper XML docs; CountryCodes.Korea/Japan name the captured values.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:04:49 -04:00

93 lines
3.8 KiB
C#

using Moq;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.EmulatedEntrypoint.Matching;
namespace SVSim.UnitTests.Matching;
/// <summary>
/// Per-test locals (no fixture-level fields) because the assembly runs with
/// <c>[Parallelizable(ParallelScope.All)]</c> — shared <c>_resolver</c>/<c>_bridge</c>
/// fields would race across concurrent tests in this fixture.
/// </summary>
[TestFixture]
public class MatchingResolverTests
{
private sealed record Harness(
Mock<IMatchingBridge> Bridge,
Mock<IMatchingPairUpService> PairUp,
MatchingResolver Resolver);
private static Harness BuildHarness()
{
var bridge = new Mock<IMatchingBridge>(MockBehavior.Strict);
var pairUp = new Mock<IMatchingPairUpService>(MockBehavior.Strict);
return new Harness(bridge, pairUp, new MatchingResolver(bridge.Object, pairUp.Object));
}
private static BattlePlayer Player(long vid = 1) =>
new(vid, new MatchContext(
SelfDeckCardIds: Array.Empty<long>(), ClassId: CardClass.None, CharaId: "0",
CardMasterName: "card_master_node_10015",
CountryCode: "JP", UserName: $"P{vid}", SleeveId: "0",
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleModeId: BattleModes.TakeTwo));
[Test]
public async Task When_neither_flag_set_calls_pairUp_and_parks_returns_3002_with_empty_url()
{
var h = BuildHarness();
var player = Player();
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, default);
Assert.That(r.MatchingState, Is.EqualTo(3002));
Assert.That(r.BattleId, Is.Null);
Assert.That(r.NodeServerUrl, Is.EqualTo(""), "Empty string (not null) — client unguarded-.ToString()s it.");
h.Bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
}
[Test]
public async Task Pair_owner_role_returns_3007()
{
var h = BuildHarness();
var player = Player();
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, default);
Assert.That(r.MatchingState, Is.EqualTo(3007));
Assert.That(r.BattleId, Is.EqualTo("bid-x"));
}
[Test]
public async Task Pair_joiner_role_returns_3004()
{
var h = BuildHarness();
var player = Player();
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, default);
Assert.That(r.MatchingState, Is.EqualTo(3004));
}
[Test]
public async Task AI_fallback_returns_3011_regardless_of_owner_flag()
{
// IsAiFallback wins the switch even if IsOwner is also true (the resolver's first arm).
var h = BuildHarness();
var player = Player();
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, default);
Assert.That(r.MatchingState, Is.EqualTo(3011));
}
}