Files
SVSimServer/SVSim.BattleEngine.Tests/SessionEngine/SessionEngineConstructionTests.cs
gamer147 6740313446 feat(battlenode): Receive ingests a captured PlayActions headless (Phase 2 N0)
Receive feeds the decoded frame into the mgr's own NetworkBattleReceiver
(isHaveSequence:true, checkBreakData:false — mirroring the engine's
RecoveryDataHandler frame replay), reboxing object?->object for nested data.
No engine gaps surfaced; the only fix was a test-harness one (load all deck ids
in a single HeadlessCardMaster.Load — per-id calls each replace the master).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:36 -04:00

53 lines
2.1 KiB
C#

using System.Linq;
using NUnit.Framework;
using SVSim.BattleNode.Sessions.Engine;
namespace SVSim.BattleEngine.Tests.SessionEngine
{
[TestFixture]
public class SessionEngineConstructionTests
{
[Test]
public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup()
{
var engine = new SessionBattleEngine();
Assert.That(engine.IsReady, Is.False);
}
[Test]
public void Setup_builds_two_seat_network_battle_headless()
{
HeadlessEngineEnv.EnsureInitialized();
// Load every card id the two test decks reference so CardMaster can resolve them.
var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40
var deckB = Enumerable.Repeat(100011010L, 40).ToList();
HeadlessCardMaster.Load(100011010);
var engine = new SessionBattleEngine();
Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
Assert.That(engine.IsReady, Is.True);
}
[Test]
public void Receive_one_playactions_resolves_headless()
{
HeadlessEngineEnv.EnsureInitialized();
var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
var deck = CaptureReplay.SelfDeckFrom(cl1);
// Load ALL deck ids in ONE call: HeadlessCardMaster.Load replaces the static CardMaster each
// call, so a per-id loop would leave only the last card resolvable.
HeadlessCardMaster.Load(deck.Select(x => (int)x).Distinct().ToArray());
var engine = new SessionBattleEngine();
engine.Setup(CaptureReplay.SeedFrom(cl1), seatADeck: deck, seatBDeck: deck);
var firstPlay = cl1.First(f => f.Direction == "send" && f.Uri == "PlayActions");
var result = engine.Receive(firstPlay.Env, isPlayerSeat: true);
Assert.That(result.RejectReason, Is.Null, $"ingest threw/rejected: {result.RejectReason}");
Assert.That(result.Accepted, Is.True);
}
}
}