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