Phase 3 shipped a Bot dispatch table that ack'd InitBattle without pushing Matched and stayed silent on Loaded, per the architecture spec's inference that "the client uses AIBattleStart HTTP data instead of Matched in Bot mode." That inference was wrong. The client's matching state machine (Matching.ReactionReceiveUri, Matching.cs:400) gates StartBattleLoad() on the Matched envelope, and BattleStart at Matching.cs:417 triggers GotoBattle. Without those envelopes the client never transitions out of MatchingStatus.Connect — which renders as the "Waiting for opponent" hang on the loading screen. AIBattleStart HTTP only provides opponent cosmetics, not state-machine triggers. Fix: drop the Bot-specific InitBattle ack-only and Loaded silent arms; let Bot fall through to the existing handshake arms that push Matched and BattleStart + Deal. Only TurnEnd stays Bot-specific (Judge to sender, not broadcast — there's no real other side to broadcast to). Tests updated to match the corrected contract. ai-passive.md doc amended with a correction note. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
669 lines
29 KiB
C#
669 lines
29 KiB
C#
using Microsoft.Extensions.Logging.Abstractions;
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using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Lifecycle;
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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;
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[TestFixture]
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public class BattleSessionDispatchTests
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{
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[Test]
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public void InitNetwork_acks_to_sender_transitions_to_AwaitingInitBattle()
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{
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var (s, a, b) = NewSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
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Assert.That(routes[0].NoStock, Is.True);
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
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}
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[Test]
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public void InitBattle_pushes_Matched_to_sender_only()
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{
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var (s, a, b) = NewSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
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}
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[Test]
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public void Loaded_pushes_BattleStart_then_Deal_to_sender()
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{
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var (s, a, b) = NewSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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Assert.That(routes.Select(r => r.Frame.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
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Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
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}
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[Test]
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public void Swap_pushes_SwapResponse_then_Ready_to_sender()
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{
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var (s, a, b) = NewSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(routes.Select(r => r.Frame.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
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}
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[Test]
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public void TurnEnd_from_real_forwards_to_other_participant()
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{
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var (s, a, b) = NewSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
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}
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[Test]
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public void Handshake_dispatch_reads_per_participant_Phase_not_session_Phase()
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{
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var a = new FakeRealParticipant(viewerId: 1, FixtureCtx());
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var b = new FakeRealParticipant(viewerId: 2, FixtureCtx());
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var s = new BattleSession("bid-1", BattleType.Pvp, a, b, NullLogger<BattleSession>.Instance);
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// A is AwaitingInitNetwork; B is AwaitingInitBattle (manually set).
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b.Phase = BattleSessionPhase.AwaitingInitBattle;
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// A's InitNetwork should ack (matches A's phase).
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var routesA = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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Assert.That(routesA.Count, Is.EqualTo(1));
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Assert.That(routesA[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
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// B's InitBattle should produce Matched (matches B's phase, set above).
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var routesB = s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(routesB.Count, Is.EqualTo(1));
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Assert.That(routesB[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
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Assert.That(b.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
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}
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[Test]
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public void ScriptedBot_emitted_OpponentTurnStart_forwards_to_real()
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{
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var (s, a, b) = NewSession();
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// Bot emits a TurnStart frame (carrying ViewerId == FakeOpponentViewerId per the
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// ScriptedBotParticipant impl). Session should route it to the real participant.
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var botFrame = ScriptedLifecycle.BuildOpponentTurnStart();
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var routes = s.ComputeFrames(b, botFrame);
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
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}
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[Test]
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public void ScriptedBot_emitted_Judge_forwards_to_real()
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{
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var (s, a, b) = NewSession();
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var botFrame = ScriptedLifecycle.BuildOpponentJudge();
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var routes = s.ComputeFrames(b, botFrame);
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
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}
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[Test]
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public void ScriptedBot_emitted_TurnEnd_forwards_to_real()
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{
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// TurnEnd from the bot is also one of the burst frames. The case is handled
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// by the TurnEnd-from-scripted arm (bot ViewerId matches FakeOpponentViewerId).
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var (s, a, b) = NewSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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// Drive player TurnEnd first (transitions Phase if needed) — but TurnEnd from bot
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// arrives in Phase AfterReady too. The bot's TurnEnd is routed via the dispatch
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// arm that forwards any frame from the FakeOpponentViewerId participant.
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var botFrame = ScriptedLifecycle.BuildOpponentTurnEnd();
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var routes = s.ComputeFrames(b, botFrame);
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
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}
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[Test]
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public void Retire_pushes_BattleFinish_no_contest_terminates()
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{
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var (s, a, _) = NewSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[0].NoStock, Is.True);
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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[Test]
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public void Kill_pushes_BattleFinish_no_contest_terminates()
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{
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var (s, a, _) = NewSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Kill));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(routes[0].NoStock, Is.True);
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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[Test]
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public void OutOfOrder_dispatch_returns_empty_and_does_not_advance_phase()
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{
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var (s, a, _) = NewSession();
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(routes, Is.Empty);
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
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}
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[Test]
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public void Pvp_InitBattle_from_A_pushes_Matched_with_B_oppoInfo_to_A_only()
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{
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var (s, a, b) = NewPvpSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(a));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
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var body = (MatchedBody)routes[0].Frame.Body;
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Assert.That(body.SelfInfo.UserName, Is.EqualTo("PlayerA"),
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"Matched.selfInfo must reflect the sender (A).");
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Assert.That(body.SelfInfo.OppoId, Is.EqualTo(b.ViewerId));
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Assert.That(body.OppoInfo.UserName, Is.EqualTo("PlayerB"),
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"Matched.oppoInfo must reflect the OTHER participant (B).");
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Assert.That(body.OppoInfo.OppoId, Is.EqualTo(a.ViewerId));
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Assert.That(body.SelfInfo.Seed, Is.EqualTo(body.OppoInfo.Seed),
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"Both sides must see the same seed.");
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}
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[Test]
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public void Pvp_InitBattle_from_B_pushes_Matched_with_A_oppoInfo_to_B_only()
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{
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var (s, a, b) = NewPvpSession();
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s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitNetwork));
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var routes = s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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var body = (MatchedBody)routes[0].Frame.Body;
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Assert.That(body.SelfInfo.UserName, Is.EqualTo("PlayerB"));
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Assert.That(body.OppoInfo.UserName, Is.EqualTo("PlayerA"));
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}
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[Test]
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public void Pvp_Loaded_from_A_pushes_BattleStart_with_B_oppoInfo_plus_Deal_to_A()
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{
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var (s, a, b) = NewPvpSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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Assert.That(routes.Count, Is.EqualTo(2));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleStart));
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Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.Deal));
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Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
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var bs = (BattleStartBody)routes[0].Frame.Body;
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Assert.That(bs.SelfInfo.ClassId, Is.EqualTo("3"), "A is class 3 per fixture.");
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Assert.That(bs.OppoInfo.ClassId, Is.EqualTo("5"), "B is class 5 per fixture.");
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}
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[Test]
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public void Pvp_Swap_from_A_pushes_SwapResponse_plus_Ready_to_A_only()
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{
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var (s, a, b) = NewPvpSession();
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(routes.Select(r => r.Frame.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
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Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
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Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
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Assert.That(b.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork),
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"Swap from A doesn't advance B's phase.");
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}
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[Test]
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public void Pvp_TurnStart_from_A_in_BothAfterReady_forwards_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnStart));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
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}
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[Test]
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public void Pvp_PlayActions_from_A_in_BothAfterReady_forwards_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.PlayActions));
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}
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[Test]
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public void Pvp_Echo_from_A_in_BothAfterReady_forwards_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Echo));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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}
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[Test]
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public void Pvp_TurnEndActions_from_A_in_BothAfterReady_forwards_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndActions));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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}
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[Test]
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public void Pvp_JudgeResult_from_A_in_BothAfterReady_forwards_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.JudgeResult));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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}
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[Test]
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public void Pvp_PlayActions_when_B_still_AwaitingSwap_drops()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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// B is still AwaitingInitNetwork — BothAfterReady is false.
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
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Assert.That(routes, Is.Empty,
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"PvP gameplay forwarding must wait until BOTH sides reach AfterReady.");
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}
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[Test]
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public void Pvp_TurnEnd_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
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Assert.That(routes.Count, Is.EqualTo(4));
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Assert.That(routes.Select(r => (r.Target, r.Frame.Uri)), Is.EquivalentTo(new[]
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{
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((IBattleParticipant)a, NetworkBattleUri.TurnEnd),
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((IBattleParticipant)b, NetworkBattleUri.TurnEnd),
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((IBattleParticipant)a, NetworkBattleUri.Judge),
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((IBattleParticipant)b, NetworkBattleUri.Judge),
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}));
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}
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[Test]
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public void Pvp_TurnEndFinal_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
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Assert.That(routes.Count, Is.EqualTo(4));
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Assert.That(routes.Select(r => r.Frame.Uri).Distinct(),
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Is.EquivalentTo(new[] { NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge }));
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}
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[Test]
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public void Pvp_TurnEnd_when_B_still_AwaitingSwap_drops()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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// B not at AfterReady.
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
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Assert.That(routes, Is.Empty);
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}
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[Test]
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public void Pvp_Retire_from_A_pushes_BattleFinish_Lose_to_A_and_Win_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
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Assert.That(routes.Count, Is.EqualTo(2));
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var aRoute = routes.Single(r => ReferenceEquals(r.Target, a));
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var bRoute = routes.Single(r => ReferenceEquals(r.Target, b));
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Assert.That(aRoute.Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
|
|
Assert.That(((BattleFinishBody)aRoute.Frame.Body).Result, Is.EqualTo(BattleResult.Lose));
|
|
Assert.That(bRoute.Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
|
|
Assert.That(((BattleFinishBody)bRoute.Frame.Body).Result, Is.EqualTo(BattleResult.Win));
|
|
Assert.That(aRoute.NoStock, Is.True);
|
|
Assert.That(bRoute.NoStock, Is.True);
|
|
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
|
|
}
|
|
|
|
[Test]
|
|
public void Pvp_Kill_from_A_same_as_Retire()
|
|
{
|
|
var (s, a, b) = NewPvpSession();
|
|
DriveToAfterReady(s, a);
|
|
DriveToAfterReady(s, b);
|
|
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Kill));
|
|
|
|
Assert.That(routes.Count, Is.EqualTo(2));
|
|
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
|
|
}
|
|
|
|
[Test]
|
|
public void Scripted_Retire_still_pushes_BattleFinish_Win_to_sender_only()
|
|
{
|
|
// Regression guard — Phase 1 behavior preserved for Scripted.
|
|
var (s, a, _) = NewSession();
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
|
|
|
|
Assert.That(routes.Count, Is.EqualTo(1));
|
|
Assert.That(routes[0].Target, Is.SameAs(a));
|
|
Assert.That(((BattleFinishBody)routes[0].Frame.Body).Result, Is.EqualTo(BattleResult.Win));
|
|
}
|
|
|
|
private static (BattleSession, FakeRealParticipant, FakeParticipant) NewBotSession()
|
|
{
|
|
var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
|
|
var b = new FakeParticipant(viewerId: ScriptedLifecycle.FakeOpponentViewerId, NoOpBotContext());
|
|
var s = new BattleSession("bid-bot-1", BattleType.Bot, a, b, NullLogger<BattleSession>.Instance);
|
|
return (s, a, b);
|
|
}
|
|
|
|
private static MatchContext NoOpBotContext() => new(
|
|
SelfDeckCardIds: Array.Empty<long>(),
|
|
ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
|
|
CountryCode: "", UserName: "Bot", SleeveId: "0",
|
|
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 0);
|
|
|
|
[Test]
|
|
public void Bot_InitNetwork_acks_to_sender()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
|
|
Assert.That(routes.Count, Is.EqualTo(1));
|
|
Assert.That(routes[0].Target, Is.SameAs(a));
|
|
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
|
|
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_InitBattle_pushes_Matched_to_sender()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
|
|
// Bot InitBattle reuses the regular handshake arm — pushes Matched. The
|
|
// client's Matching.ReactionReceiveUri gates StartBattleLoad on receiving
|
|
// Matched (Matching.cs:400), so without it the client hangs in
|
|
// "Waiting for opponent." Cosmetics in the Matched body come from
|
|
// NoOpBotParticipant.Context placeholders; the client renders opponent
|
|
// cosmetics from AIBattleStart HTTP data, not from Matched, so the
|
|
// placeholders are harmless here.
|
|
Assert.That(routes.Count, Is.EqualTo(1));
|
|
Assert.That(routes[0].Target, Is.SameAs(a));
|
|
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
|
|
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_Loaded_pushes_BattleStart_then_Deal_to_sender()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
|
|
|
// Bot Loaded reuses the regular handshake arm — pushes BattleStart + Deal.
|
|
// BattleStart triggers GotoBattle on the client (Matching.cs:417); without
|
|
// it the client hangs.
|
|
Assert.That(routes.Select(r => r.Frame.Uri),
|
|
Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
|
|
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
|
|
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_Swap_per_sender_SwapResponse_plus_Ready()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
|
|
|
|
Assert.That(routes.Select(r => r.Frame.Uri),
|
|
Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
|
|
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
|
|
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_TurnEnd_pushes_Judge_to_sender_only()
|
|
{
|
|
var (s, a, b) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
|
|
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
|
|
|
|
Assert.That(routes.Count, Is.EqualTo(1), "Bot TurnEnd → exactly one Judge frame back.");
|
|
Assert.That(routes[0].Target, Is.SameAs(a), "Judge target is the sender, not broadcast.");
|
|
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_TurnEndFinal_pushes_Judge_to_sender_only()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
|
|
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
|
|
|
|
Assert.That(routes.Count, Is.EqualTo(1));
|
|
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
|
|
Assert.That(routes[0].Target, Is.SameAs(a));
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_PlayActions_drops_no_recipient()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
|
|
|
|
// Bot's PlayActions falls through the default arm — the Pvp forwarder is gated
|
|
// on Type == Pvp, so Bot's gameplay frames have no routing rule and drop.
|
|
// (The PvP semantics would have been "forward to NoOp which swallows" — same
|
|
// observable result, but cleaner to leave them as default-drops.)
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
|
|
|
|
Assert.That(routes, Is.Empty);
|
|
}
|
|
|
|
[Test]
|
|
public void Bot_Retire_pushes_BattleFinish_Win_to_sender()
|
|
{
|
|
var (s, a, _) = NewBotSession();
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
|
|
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
|
|
|
|
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
|
|
|
|
Assert.That(routes.Count, Is.EqualTo(1));
|
|
Assert.That(routes[0].Target, Is.SameAs(a));
|
|
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
|
|
}
|
|
|
|
private static (BattleSession, FakeRealParticipant, FakeRealParticipant) NewPvpSession()
|
|
{
|
|
var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
|
|
var b = new FakeRealParticipant(viewerId: 2002, PlayerBCtx());
|
|
var s = new BattleSession("bid-pvp-1", BattleType.Pvp, a, b, NullLogger<BattleSession>.Instance);
|
|
return (s, a, b);
|
|
}
|
|
|
|
private static void DriveToAfterReady(BattleSession s, FakeRealParticipant p)
|
|
{
|
|
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.InitNetwork));
|
|
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.InitBattle));
|
|
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.Loaded));
|
|
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.Swap));
|
|
// p.Phase should now be AfterReady.
|
|
}
|
|
|
|
private static MatchContext PlayerACtx() => new(
|
|
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
|
|
ClassId: "3", CharaId: "3", CardMasterName: "card_master_node_10015",
|
|
CountryCode: "KOR", UserName: "PlayerA", SleeveId: "3000011",
|
|
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
|
|
BattleType: 11);
|
|
|
|
private static MatchContext PlayerBCtx() => new(
|
|
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 200_011_010L).ToList(),
|
|
ClassId: "5", CharaId: "5", CardMasterName: "card_master_node_10015",
|
|
CountryCode: "JPN", UserName: "PlayerB", SleeveId: "3000022",
|
|
EmblemId: "701441022", DegreeId: "300004", FieldId: 44, IsOfficial: 0,
|
|
BattleType: 11);
|
|
|
|
private static (BattleSession, FakeRealParticipant, FakeParticipant) NewSession()
|
|
{
|
|
var a = new FakeRealParticipant(viewerId: 1, FixtureCtx());
|
|
var b = new FakeParticipant(viewerId: ScriptedLifecycle.FakeOpponentViewerId, ScriptedBotContext());
|
|
var s = new BattleSession("bid-1", BattleType.Scripted, a, b, NullLogger<BattleSession>.Instance);
|
|
return (s, a, b);
|
|
}
|
|
|
|
private static MatchContext FixtureCtx() => new(
|
|
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
|
|
ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
|
|
CountryCode: "KOR", UserName: "Player", SleeveId: "3000011",
|
|
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
|
|
BattleType: 11);
|
|
|
|
private static MatchContext ScriptedBotContext() => new(
|
|
SelfDeckCardIds: Array.Empty<long>(),
|
|
ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
|
|
CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
|
|
EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
|
|
BattleType: 0);
|
|
|
|
private static MsgEnvelope NewEnvelope(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?>()));
|
|
|
|
/// <summary>Data-only IBattleParticipant stub for dispatch tests. PushAsync/RunAsync
|
|
/// are no-ops; FrameEmitted exists but is never invoked by the test.</summary>
|
|
private sealed class FakeParticipant : IBattleParticipant
|
|
{
|
|
public long ViewerId { get; }
|
|
public MatchContext Context { get; }
|
|
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
|
|
public FakeParticipant(long viewerId, MatchContext context) { ViewerId = viewerId; Context = context; }
|
|
public Task PushAsync(MsgEnvelope env, bool noStock, CancellationToken ct) => Task.CompletedTask;
|
|
public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
|
|
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
|
|
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
|
|
private void Touch() => FrameEmitted?.Invoke(null!, default);
|
|
}
|
|
|
|
/// <summary>Like <see cref="FakeParticipant"/> but additionally implements
|
|
/// <see cref="IHasHandshakePhase"/> so the dispatch tests can drive a participant's
|
|
/// Phase without instantiating a full <c>RealParticipant</c> (which needs a real
|
|
/// WebSocket).</summary>
|
|
private sealed class FakeRealParticipant : IBattleParticipant, IHasHandshakePhase
|
|
{
|
|
public long ViewerId { get; }
|
|
public MatchContext Context { get; }
|
|
public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
|
|
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
|
|
public FakeRealParticipant(long viewerId, MatchContext context) { ViewerId = viewerId; Context = context; }
|
|
public Task PushAsync(MsgEnvelope env, bool noStock, CancellationToken ct) => Task.CompletedTask;
|
|
public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
|
|
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
|
|
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
|
|
private void Touch() => FrameEmitted?.Invoke(null!, default);
|
|
}
|
|
}
|