Files
SVSimServer/SVSim.UnitTests/Matching/MatchingResolverTests.cs
gamer147 578d0a75ef refactor(battlenode): rename mode-id field off BattleType, add BattleModes (§D)
Behavior-preserving; 271 BattleNode/Matching/Services tests green, full solution builds.

"BattleType" meant two things: the Sessions.BattleType enum (Pvp/Bot) and an int
"mode id" field. Renamed the int field on MatchContext AND the BattleStartBody wire
DTO to BattleModeId (wire key stays "battleType" via JsonPropertyName), so BattleType
now means only the enum project-wide.

New Bridge/BattleModes.cs (TakeTwo = 11) replaces every 11 literal — both prod
MatchContextBuilder sites and the test fixtures/assertions. The arbitrary-passthrough
42 and bot 0 stay literal.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:44:02 -04:00

93 lines
3.8 KiB
C#

using Moq;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.EmulatedEntrypoint.Matching;
namespace SVSim.UnitTests.Matching;
/// <summary>
/// Per-test locals (no fixture-level fields) because the assembly runs with
/// <c>[Parallelizable(ParallelScope.All)]</c> — shared <c>_resolver</c>/<c>_bridge</c>
/// fields would race across concurrent tests in this fixture.
/// </summary>
[TestFixture]
public class MatchingResolverTests
{
private sealed record Harness(
Mock<IMatchingBridge> Bridge,
Mock<IMatchingPairUpService> PairUp,
MatchingResolver Resolver);
private static Harness BuildHarness()
{
var bridge = new Mock<IMatchingBridge>(MockBehavior.Strict);
var pairUp = new Mock<IMatchingPairUpService>(MockBehavior.Strict);
return new Harness(bridge, pairUp, new MatchingResolver(bridge.Object, pairUp.Object));
}
private static BattlePlayer Player(long vid = 1) =>
new(vid, new MatchContext(
SelfDeckCardIds: Array.Empty<long>(), ClassId: "0", CharaId: "0",
CardMasterName: "card_master_node_10015",
CountryCode: "JP", UserName: $"P{vid}", SleeveId: "0",
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleModeId: BattleModes.TakeTwo));
[Test]
public async Task When_neither_flag_set_calls_pairUp_and_parks_returns_3002_with_empty_url()
{
var h = BuildHarness();
var player = Player();
h.PairUp.Setup(p => p.TryPairAsync("arena_two_pick_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync((PairUpResult?)null);
var r = await h.Resolver.ResolveAsync("arena_two_pick_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3002));
Assert.That(r.BattleId, Is.Null);
Assert.That(r.NodeServerUrl, Is.EqualTo(""), "Empty string (not null) — client unguarded-.ToString()s it.");
h.Bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
}
[Test]
public async Task Pair_owner_role_returns_3007()
{
var h = BuildHarness();
var player = Player();
h.PairUp.Setup(p => p.TryPairAsync("rotation_rank_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync(new PairUpResult(new PendingMatch("bid-x", "node.local/socket.io/"), IsOwner: true, IsAiFallback: false));
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3007));
Assert.That(r.BattleId, Is.EqualTo("bid-x"));
}
[Test]
public async Task Pair_joiner_role_returns_3004()
{
var h = BuildHarness();
var player = Player();
h.PairUp.Setup(p => p.TryPairAsync("rotation_rank_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync(new PairUpResult(new PendingMatch("bid-x", "node.local/socket.io/"), IsOwner: false, IsAiFallback: false));
var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3004));
}
[Test]
public async Task AI_fallback_returns_3011_regardless_of_owner_flag()
{
// IsAiFallback wins the switch even if IsOwner is also true (the resolver's first arm).
var h = BuildHarness();
var player = Player();
h.PairUp.Setup(p => p.TryPairAsync("unlimited_rank_battle", player, It.IsAny<CancellationToken>()))
.ReturnsAsync(new PairUpResult(new PendingMatch("bid-ai", "node.local/socket.io/"), IsOwner: true, IsAiFallback: true));
var r = await h.Resolver.ResolveAsync("unlimited_rank_battle", player, default);
Assert.That(r.MatchingState, Is.EqualTo(3011));
}
}