Pure rename. These hold the shared server-authored frame builders used by every battle mode's handshake/mulligan dispatch — the 'Scripted' name was a historical accident that hid the PvP/Bot crossover. No behavior change. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Participants;
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namespace SVSim.UnitTests.BattleNode.Sessions.Participants;
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[TestFixture]
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public class NoOpBotParticipantTests
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{
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[Test]
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public void PushAsync_swallows_without_firing_FrameEmitted()
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{
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var p = new NoOpBotParticipant();
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var fired = 0;
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p.FrameEmitted += (_, _) => { fired++; return Task.CompletedTask; };
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var env = new MsgEnvelope(
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NetworkBattleUri.TurnEnd, ViewerId: 1, Uuid: "u", Bid: null, Try: 0,
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Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
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Body: new ResultCodeOnlyBody());
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Assert.DoesNotThrowAsync(() => p.PushAsync(env, noStock: false, CancellationToken.None));
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Assert.That(fired, Is.EqualTo(0));
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}
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[Test]
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public async Task RunAsync_returns_immediately()
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{
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var p = new NoOpBotParticipant();
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await p.RunAsync(CancellationToken.None);
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// If we got here, it returned.
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Assert.Pass();
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}
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[Test]
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public void ViewerId_is_FakeOpponent()
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{
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var p = new NoOpBotParticipant();
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Assert.That(p.ViewerId, Is.EqualTo(SVSim.BattleNode.Lifecycle.ServerBattleFrames.FakeOpponentViewerId));
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}
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}
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