Behavior-preserving; 231 BattleNode tests green. - §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try"); SocketIoFrame.AckResponse arg -> pubSeqEcho. - §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal moved to its config home); deck-idx 4L -> InitialHand.Length + 1. - §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase JsonSerializerOptions in EngineIoHandshake and MsgEnvelope. - §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins) and RetireKillHandler (From loses). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
125 lines
5.5 KiB
C#
125 lines
5.5 KiB
C#
using System.Linq;
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using Microsoft.Extensions.Logging.Abstractions;
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using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Participants;
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namespace SVSim.UnitTests.BattleNode.Sessions;
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/// <summary>
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/// In PvP a <see cref="BattleSession"/> subscribes to BOTH participants' FrameEmitted, and each
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/// RealParticipant raises it from its own WebSocket read loop — i.e. two threads. The dispatch path
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/// (ComputeFrames + the relay PushAsync calls) mutates shared, non-thread-safe session state, so it
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/// must be serialized per session. This drives the two participants' dispatch concurrently and asserts
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/// no two dispatches ever overlap.
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/// </summary>
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[TestFixture]
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public class BattleSessionDispatchConcurrencyTests
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{
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[Test]
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public async Task Concurrent_dispatch_from_both_participants_is_serialized()
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{
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var detector = new ConcurrencyDetector();
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var a = new ProbeParticipant(1001, CtxA(), detector);
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var b = new ProbeParticipant(2002, CtxB(), detector);
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var s = new BattleSession("bid-conc", BattleType.Pvp, a, b, NullLogger<BattleSession>.Instance);
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// Reach AfterReady single-threaded (ComputeFrames returns routes but never calls PushAsync,
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// so the detector is untouched during setup).
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DriveToAfterReady(s, a);
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DriveToAfterReady(s, b);
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detector.Arm();
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// Fire a gameplay frame from each side at the same instant. A's TurnStart routes to B.PushAsync
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// and B's to A.PushAsync, so both dispatches run their PushAsync concurrently unless the session
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// serializes them.
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using var gate = new ManualResetEventSlim(false);
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var ta = Task.Run(async () => { gate.Wait(); await a.RaiseAsync(Env(NetworkBattleUri.TurnStart)); });
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var tb = Task.Run(async () => { gate.Wait(); await b.RaiseAsync(Env(NetworkBattleUri.TurnStart)); });
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gate.Set();
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await Task.WhenAll(ta, tb);
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Assert.That(detector.MaxConcurrent, Is.EqualTo(1),
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"Two read-loop threads dispatched into shared session state concurrently; " +
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"HandleFrameAsync must serialize dispatch per session.");
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}
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private static void DriveToAfterReady(BattleSession s, ProbeParticipant p)
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{
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s.ComputeFrames(p, Env(NetworkBattleUri.InitNetwork));
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s.ComputeFrames(p, Env(NetworkBattleUri.InitBattle));
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s.ComputeFrames(p, Env(NetworkBattleUri.Loaded));
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s.ComputeFrames(p, Env(NetworkBattleUri.Swap));
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}
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private static MsgEnvelope Env(NetworkBattleUri uri) =>
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new(uri, ViewerId: 1, Uuid: "u", Bid: null, RetryAttempt: 0,
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Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
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Body: new RawBody(new Dictionary<string, object?>()));
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private static MatchContext CtxA() => new(
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SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
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ClassId: "3", CharaId: "3", CardMasterName: "card_master_node_10015",
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CountryCode: "KOR", UserName: "PlayerA", SleeveId: "3000011",
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EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0, BattleType: 11);
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private static MatchContext CtxB() => new(
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SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 200_011_010L).ToList(),
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ClassId: "5", CharaId: "5", CardMasterName: "card_master_node_10015",
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CountryCode: "JPN", UserName: "PlayerB", SleeveId: "3000022",
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EmblemId: "701441022", DegreeId: "300004", FieldId: 44, IsOfficial: 0, BattleType: 11);
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/// <summary>Tracks the peak number of dispatches in flight at once. Records the count under a
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/// short lock, then holds (outside the lock) to widen the overlap window so a serialization bug
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/// is observed deterministically rather than relied on to interleave by chance.</summary>
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private sealed class ConcurrencyDetector
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{
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private const int WidenMs = 50;
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private readonly object _lock = new();
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private int _current;
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private volatile bool _armed;
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public int MaxConcurrent { get; private set; }
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public void Arm() => _armed = true;
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public async Task EnterAsync()
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{
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if (!_armed) return;
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lock (_lock)
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{
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_current++;
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if (_current > MaxConcurrent) MaxConcurrent = _current;
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}
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await Task.Delay(WidenMs);
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lock (_lock) { _current--; }
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}
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}
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private sealed class ProbeParticipant : IBattleParticipant, IHasHandshakePhase
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{
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private readonly ConcurrencyDetector _detector;
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public long ViewerId { get; }
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public MatchContext Context { get; }
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public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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public ProbeParticipant(long viewerId, MatchContext context, ConcurrencyDetector detector)
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{
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ViewerId = viewerId;
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Context = context;
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_detector = detector;
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}
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public Task RaiseAsync(MsgEnvelope env) =>
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FrameEmitted?.Invoke(env, CancellationToken.None) ?? Task.CompletedTask;
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public Task PushAsync(MsgEnvelope env, Stock stock, CancellationToken ct) => _detector.EnterAsync();
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public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
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public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
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public ValueTask DisposeAsync() => ValueTask.CompletedTask;
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}
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}
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