Files
SVSimServer/SVSim.UnitTests/BattleNode/Reliability/OutboundSequencerTests.cs
gamer147 10d9f74d05 feat(battle-node): add OutboundSequencer.Clear() for terminate cascade
Audit Md11 (part 2 of 2). Adds an explicit Clear() so BattleSession can
release the archive at battle-end instead of waiting for the participant to
be GC'd. _next is intentionally NOT reset — a post-Clear emit is a bug per
the design, but the seq stream must stay monotonic if it does happen.

Tests cover empty archive after Clear, _next preservation across Clear,
and Clear-on-empty no-op. The BattleSession integration that calls Clear
lands in the next commit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:07:00 -04:00

90 lines
3.1 KiB
C#

using NUnit.Framework;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Reliability;
namespace SVSim.UnitTests.BattleNode.Reliability;
[TestFixture]
public class OutboundSequencerTests
{
private static MsgEnvelope MakeEnvelope(NetworkBattleUri uri) =>
new(uri, ViewerId: 1, Uuid: "u", Bid: null, Try: 0, Cat: EmitCategory.Battle,
PubSeq: null, PlaySeq: null, Body: new RawBody(new Dictionary<string, object?>()));
[Test]
public void AssignAndArchive_FirstCall_ReturnsEnvelopeWithPlaySeq1()
{
var seq = new OutboundSequencer();
var assigned = seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.BattleStart));
Assert.That(assigned.PlaySeq, Is.EqualTo(1));
}
[Test]
public void AssignAndArchive_SubsequentCalls_ReturnContiguousSequence()
{
var seq = new OutboundSequencer();
Assert.That(seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Matched)).PlaySeq, Is.EqualTo(1));
Assert.That(seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.BattleStart)).PlaySeq, Is.EqualTo(2));
Assert.That(seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Deal)).PlaySeq, Is.EqualTo(3));
}
[Test]
public void NoStockControlPush_DoesNotAssignPlaySeqOrArchive()
{
var seq = new OutboundSequencer();
var env = seq.WrapNoStock(MakeEnvelope(NetworkBattleUri.BattleFinish));
Assert.That(env.PlaySeq, Is.Null);
Assert.That(seq.Archive, Is.Empty);
}
[Test]
public void Archive_ContainsArchivedEnvelopesKeyedByPlaySeq()
{
var seq = new OutboundSequencer();
seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Matched));
seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.BattleStart));
Assert.That(seq.Archive.Keys, Is.EquivalentTo(new[] { 1L, 2L }));
Assert.That(seq.Archive[1L].Uri, Is.EqualTo(NetworkBattleUri.Matched));
}
[Test]
public void Clear_empties_archive()
{
var seq = new OutboundSequencer();
seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Matched));
seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.BattleStart));
seq.Clear();
Assert.That(seq.Archive, Is.Empty);
}
[Test]
public void Clear_does_not_reset_next_seq()
{
// A post-Clear emit is a bug per the design (terminate has already fired),
// but the impl must keep the seq stream monotonic if it does happen — no
// silent re-use of playSeq=1 against a different envelope.
var seq = new OutboundSequencer();
seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Matched)); // playSeq=1
seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.BattleStart)); // playSeq=2
seq.Clear();
var post = seq.AssignAndArchive(MakeEnvelope(NetworkBattleUri.Deal));
Assert.That(post.PlaySeq, Is.EqualTo(3), "_next must continue, not reset, after Clear.");
}
[Test]
public void Clear_on_empty_sequencer_is_noop()
{
var seq = new OutboundSequencer();
Assert.DoesNotThrow(() => seq.Clear());
Assert.That(seq.Archive, Is.Empty);
}
}