Files
SVSimServer/SVSim.UnitTests/BattleNode/Integration/BattleNodeFlowTests.cs
gamer147 479548fa56 test(battle-node): integration test expects three frames per cycle
End-to-end exercises the v1.2 burst: each TurnEnd from the client now
produces TurnStart + TurnEnd + Judge through the real WS pump.
2026-06-01 17:42:44 -04:00

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C#
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using System.Text.Json;
using Microsoft.AspNetCore.Mvc.Testing;
using Microsoft.Extensions.DependencyInjection;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Wire;
using SVSim.Database;
using SVSim.Database.Models;
using SVSim.EmulatedEntrypoint;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.BattleNode.Integration;
[TestFixture]
public class BattleNodeFlowTests
{
/// <summary>
/// End-to-end smoke for the v1.2 scripted lifecycle. Boots the EmulatedEntrypoint via
/// SVSimTestFactory, mints a battle through IMatchingBridge with a fixture MatchContext,
/// opens a raw Socket.IO v2 client against the in-process TestServer, and drives
/// InitNetwork → Loaded → Swap → TurnEnd × 2, asserting the right scripted frames come
/// back in order including the two-cycle three-frame opponent-turn loop (TurnStart +
/// TurnEnd + Judge per cycle).
/// </summary>
[Test]
[Timeout(30000)]
public async Task ClientWalksHandshakeToReady_ReceivesAllScriptedFrames()
{
await using var factory = new SVSimTestFactory();
var bridge = factory.Services.GetRequiredService<IMatchingBridge>();
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(15));
var ct = cts.Token;
var pending = bridge.RegisterPendingBattle(viewerId: 906243102, context: FixtureCtx());
var key = MakeKey();
var encryptedVid = NodeCrypto.EncryptForNode("906243102", key);
var wsUri = new Uri($"ws://localhost/socket.io/?BattleId={pending.BattleId}&viewerId={Uri.EscapeDataString(encryptedVid)}&EIO=3&transport=websocket");
var wsClient = factory.Server.CreateWebSocketClient();
var ws = await wsClient.ConnectAsync(wsUri, ct);
await using var client = new RawSocketIoTestClient(ws);
await client.ConsumeHandshakeAsync(ct);
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.InitNetwork, pubSeq: 1), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.InitBattle, pubSeq: 2), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Matched));
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Loaded, pubSeq: 3), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.BattleStart));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Deal));
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.Swap, pubSeq: 4,
body: new Dictionary<string, object?> { ["idxList"] = new List<object?>() }), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Swap));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Ready));
// --- v1.2 opponent turn loop: drive two consecutive cycles ---
// Cycle 1: player ends turn -> server pushes opponent TurnStart + TurnEnd + Judge.
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.TurnEnd, pubSeq: 5), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Judge));
// Cycle 2: same burst again -- session phase reset to AfterReady, so the next TurnEnd matches.
await client.SendMsgAsync(MakeEnvelope(NetworkBattleUri.TurnEnd, pubSeq: 6), key, ct);
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
Assert.That((await client.ReceiveSynchronizeAsync(ct)).Uri, Is.EqualTo(NetworkBattleUri.Judge));
}
private static MsgEnvelope MakeEnvelope(NetworkBattleUri uri, long pubSeq, Dictionary<string, object?>? body = null) =>
new(uri, ViewerId: 906243102, Uuid: "udid-test", Bid: null, Try: 0,
Cat: uri == NetworkBattleUri.InitNetwork ? EmitCategory.General
: uri == NetworkBattleUri.InitBattle ? EmitCategory.Matching
: EmitCategory.Battle,
PubSeq: pubSeq, PlaySeq: null, Body: new RawBody(body ?? new Dictionary<string, object?>()));
private static string MakeKey()
{
var seq = 0;
return NodeCrypto.GenerateKey(() => (seq++ * 13) % 16);
}
internal static MatchContext FixtureCtx(IReadOnlyList<long>? deck = null) => new(
SelfDeckCardIds: deck ?? Enumerable.Range(1, 30).Select(i => 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);
/// <summary>
/// End-to-end: a viewer with a real TK2 run sees their drafted card-ids in the Matched
/// frame's selfDeck. This is the "visible win" — proves the full plumbing chain works
/// against an actual seeded viewer.
/// </summary>
[Test]
[Timeout(30000)]
public async Task Matched_frame_contains_drafted_deck_cards()
{
await using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
var draftedDeck = Enumerable.Range(1, 30).Select(i => 200_000_000L + i).ToList();
using (var seedScope = factory.Services.CreateScope())
{
var db = seedScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
db.ViewerArenaTwoPickRuns.Add(new ViewerArenaTwoPickRun
{
ViewerId = vid,
EntryId = 1,
ClassId = 1,
LeaderSkinId = 1,
SelectedCardIdsJson = JsonSerializer.Serialize(draftedDeck),
IsSelectCompleted = true,
MaxBattleCount = 5,
CandidateClassIdsJson = "[1,2,3]",
PendingPickSetsJson = "[]",
ResultListJson = "[]",
NextCandidateId = 1,
});
await db.SaveChangesAsync();
}
using var scope = factory.Services.CreateScope();
var builder = scope.ServiceProvider.GetRequiredService<SVSim.EmulatedEntrypoint.Services.IMatchContextBuilder>();
var ctx = await builder.BuildForTwoPickAsync(vid);
var bridge = factory.Services.GetRequiredService<IMatchingBridge>();
using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(15));
var ct = cts.Token;
var pending = bridge.RegisterPendingBattle(viewerId: vid, context: ctx);
var key = MakeKey();
var encryptedVid = NodeCrypto.EncryptForNode(vid.ToString(), key);
var wsUri = new Uri($"ws://localhost/socket.io/?BattleId={pending.BattleId}&viewerId={Uri.EscapeDataString(encryptedVid)}&EIO=3&transport=websocket");
var wsClient = factory.Server.CreateWebSocketClient();
var ws = await wsClient.ConnectAsync(wsUri, ct);
await using var client = new RawSocketIoTestClient(ws);
await client.ConsumeHandshakeAsync(ct);
// InitNetwork → ack
await client.SendMsgAsync(MakeEnvelopeWith(vid, NetworkBattleUri.InitNetwork, pubSeq: 1), key, ct);
await client.ReceiveSynchronizeAsync(ct);
// InitBattle → Matched (this is the frame we care about)
await client.SendMsgAsync(MakeEnvelopeWith(vid, NetworkBattleUri.InitBattle, pubSeq: 2), key, ct);
var matched = await client.ReceiveSynchronizeAsync(ct);
Assert.That(matched.Uri, Is.EqualTo(NetworkBattleUri.Matched));
// MsgEnvelope.FromJson always inflates Body as a RawBody dictionary — selfDeck is a
// List<object?> of nested dicts with int "idx" + long "cardId" keys.
var body = ((RawBody)matched.Body).Entries;
var selfDeck = (List<object?>)body["selfDeck"]!;
Assert.That(selfDeck.Count, Is.EqualTo(30));
for (int i = 0; i < 30; i++)
{
var entry = (Dictionary<string, object?>)selfDeck[i]!;
Assert.That((long)entry["idx"]!, Is.EqualTo(i + 1L),
$"slot {i}: idx should be 1-based position");
Assert.That((long)entry["cardId"]!, Is.EqualTo(draftedDeck[i]),
$"slot {i}: cardId should match the drafted card");
}
}
private static MsgEnvelope MakeEnvelopeWith(long vid, NetworkBattleUri uri, long pubSeq) =>
new(uri, ViewerId: vid, Uuid: "udid-test", Bid: null, Try: 0,
Cat: uri == NetworkBattleUri.InitNetwork ? EmitCategory.General
: uri == NetworkBattleUri.InitBattle ? EmitCategory.Matching
: EmitCategory.Battle,
PubSeq: pubSeq, PlaySeq: null, Body: new RawBody(new Dictionary<string, object?>()));
}