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