Files
SVSimServer/SVSim.UnitTests/Matching/InProcessPairUpTests.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

99 lines
4.3 KiB
C#

using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Time.Testing;
using Moq;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.Database.Models.Config;
using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Matching;
namespace SVSim.UnitTests.Matching;
[TestFixture]
public class InProcessPairUpTests
{
[Test]
public async Task TryPairAsync_on_empty_slot_returns_null_and_parks()
{
var svc = BuildSvc();
var match = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
Assert.That(match, Is.Null);
}
[Test]
public async Task TryPairAsync_with_waiting_partner_pairs_returns_match_as_joiner()
{
var svc = BuildSvc();
await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
var result = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None);
Assert.That(result, Is.Not.Null);
Assert.That(result!.Match.BattleId, Is.Not.Empty);
Assert.That(result.IsOwner, Is.False,
"The second arriver (who triggered the pair) is the joiner — wire matching_state 3004.");
Assert.That(result.IsAiFallback, Is.False,
"TK2 is PvpOnly — never falls back to AI.");
}
[Test]
public async Task First_arrivers_next_poll_returns_cached_match_as_owner_then_evicts()
{
var svc = BuildSvc();
await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // park
var secondPaired = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None); // pair
var firstCached = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // consume
var firstAgain = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // post-consume
Assert.That(firstCached, Is.Not.Null);
Assert.That(firstCached!.Match.BattleId, Is.EqualTo(secondPaired!.Match.BattleId));
Assert.That(firstCached.IsOwner, Is.True,
"The first arriver picking up their cached pair is the owner — wire matching_state 3007.");
Assert.That(secondPaired.IsOwner, Is.False,
"Sanity: the same pair-up returns IsOwner=true to the cached/first arriver and IsOwner=false to the joiner.");
Assert.That(firstAgain, Is.Null, "Consumed entry must be evicted; next call re-parks.");
}
[Test]
public async Task Different_modes_do_not_pair_across_slots()
{
var svc = BuildSvc();
await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
var rankMatch = await svc.TryPairAsync("rank_rotation", new BattlePlayer(2, Ctx()), CancellationToken.None);
Assert.That(rankMatch, Is.Null, "Different mode shouldn't pair with tk2's waiting viewer.");
}
/// <summary>
/// Builds an InProcessPairUp with a real MatchingBridge (so BattleIds are real)
/// + a fake clock, default-threshold MatchingConfig, and an empty policy registry
/// (so unknown modes default to PvpOnly — preserving Phase 2 behaviour for
/// these legacy tests).
/// </summary>
private static InProcessPairUp BuildSvc()
{
var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
var clock = new FakeTimeProvider();
var config = new Mock<IGameConfigService>();
config.Setup(c => c.Get<MatchingConfig>()).Returns(new MatchingConfig());
var policies = new ModePolicyRegistry(Array.Empty<ModePolicy>());
var services = new ServiceCollection();
services.AddScoped<IGameConfigService>(_ => config.Object);
var sp = services.BuildServiceProvider();
return new InProcessPairUp(bridge, policies, sp.GetRequiredService<IServiceScopeFactory>(), clock);
}
private static MatchContext Ctx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
ClassId: CardClass.Forestcraft, CharaId: "1", CardMasterName: "card_master_node_10015",
CountryCode: CountryCodes.Korea, UserName: "Player", SleeveId: "3000011",
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleModeId: BattleModes.TakeTwo);
}