- Wrap HandleMsgEventAsync / HandleAliveEventAsync bodies in try/catch(Exception) logging at Error, eliminating async-void unobserved-exception crash risk (Issue 1). - Replace deterministic seq-based key generator with RandomNumberGenerator.GetInt32 so each EncodeAndSendAsync call uses a fresh random key (Issue 2). - Add `when Phase == …` guards to InitNetwork / Loaded / Swap cases in ComputeResponses; add default arm that logs+drops out-of-order URIs (Issue 3). - Widen SendSioAckAsync arg from int to long; drop (int) cast at call site; boundary cast to int is now checked() for defensive overflow detection (Issue 4). - Update RunAsync doc comment (was stale Task-13 placeholder) (Issue 5). - Add Kill and out-of-order-Swap-before-Loaded tests (Issue 6). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
86 lines
3.5 KiB
C#
86 lines
3.5 KiB
C#
// SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
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using Microsoft.Extensions.Logging.Abstractions;
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using NUnit.Framework;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions;
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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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private static BattleSession NewSession()
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{
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// ws is unused by ComputeResponses; pass null! and rely on the test never invoking the pump.
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return new BattleSession(ws: null!, battleId: "bid-1", viewerId: 1, log: NullLogger<BattleSession>.Instance);
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}
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private static MsgEnvelope NewEnvelope(NetworkBattleUri uri) =>
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new(uri, ViewerId: 1, Uuid: "u", Bid: null, Try: 0, Cat: EmitCategory.Battle,
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PubSeq: null, PlaySeq: null, Body: new Dictionary<string, object?>());
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[Test]
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public void InitNetwork_PushesAckThenMatchedThenBattleStart()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.InitNetwork, NetworkBattleUri.Matched, NetworkBattleUri.BattleStart }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
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}
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[Test]
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public void Loaded_PushesDeal_TransitionsToAwaitingSwap()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork)); // advance phase
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
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Assert.That(responses.Single().Envelope.Uri, Is.EqualTo(NetworkBattleUri.Deal));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
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}
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[Test]
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public void Swap_PushesSwapResponseThenReady_TransitionsToAfterReady()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
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}
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[Test]
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public void Retire_PushesBattleFinishNoContest_TransitionsToTerminal()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Retire));
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var (env, noStock) = responses.Single();
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Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(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_PushesBattleFinishNoContest_TransitionsToTerminal()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Kill));
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var (env, noStock) = responses.Single();
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Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(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 Swap_ArrivingBeforeLoaded_ProducesNoResponseAndDoesNotAdvancePhase()
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{
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var s = NewSession();
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// Skip Loaded — fire Swap straight out of AwaitingInitNetwork.
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(responses, Is.Empty);
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
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}
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}
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