Files
SVSimServer/SVSim.UnitTests/BattleNode/Reliability/OutboundSequencerTests.cs
gamer147 7d4da69f22 refactor(battlenode): low-churn §B/§D/§E/§F quality cleanups
Behavior-preserving; 231 BattleNode tests green.

- §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try");
  SocketIoFrame.AckResponse arg -> pubSeqEcho.
- §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal
  moved to its config home); deck-idx 4L -> InitialHand.Length + 1.
- §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase
  JsonSerializerOptions in EngineIoHandshake and MsgEnvelope.
- §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins)
  and RetireKillHandler (From loses).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:06:44 -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, RetryAttempt: 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);
}
}