Live-smoke bug 2026-06-02: queued Bloodcraft (deck #5), wire showed classId=2 (Swordcraft) for self_info on the /ai_unlimited_rank_battle/start response — client rendered the wrong leader. Two layers of the same bug: 1. MatchContextBuilder.BuildForRankBattleAsync hardcoded deckNo=1 instead of taking it from the do_matching request — verified against data_dumps/captures/traffic.ndjson L17 where deck_no=5 was on the wire. Signature changes to (viewerId, format, deckNo); DoMatchingInternal passes req.DeckNo. 2. AiStartInternal rebuilt MatchContext from scratch — but the /ai_*/start request body is BaseRequest only, no deck_no on the wire. The fix uses the MatchContext the bridge already stored at do_matching resolution time (in the Bot PendingBattle), so deck/cosmetic data is consistent end-to-end. New IBattleSessionStore.TryFindPendingForViewer(viewerId) finds the viewer's pending battle for lookup. The store entry persists across ai_start (idempotent reads are fine — the WS handler removes on connect). No-pending sentinel: ai_id=-1 surfaces the "no AI assigned" error in the client. Tests: 936 → 939 passing. - MatchContextBuilderTests.BuildForRankBattle_uses_the_caller_supplied_deck_number seeds deck #1 (class 1) and deck #5 (class 6) and asserts the deckNo argument picks the right one. - RankBattleControllerTests.AiStart_self_info_class_matches_queued_deck_number is the end-to-end regression: register Bot battle with deck #5, hit /ai_unlimited_rank_battle/start, assert self_info.classId == 6. - RankBattleControllerTests.AiStart_without_pending_battle_returns_neg1_sentinel locks the defensive ai_id=-1 path. - Existing AiStart_* tests bypass do_matching, so adapted to call a new RegisterBotBattleAsync helper that mirrors what InProcessPairUp does on AI-fallback resolution. SeedDeckAsync gains an optional classId so test cases can differentiate decks by class (was always picking Classes.First()). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
28 lines
1.1 KiB
C#
28 lines
1.1 KiB
C#
using SVSim.BattleNode.Bridge;
|
|
using SVSim.Database.Enums;
|
|
|
|
namespace SVSim.EmulatedEntrypoint.Services;
|
|
|
|
/// <summary>
|
|
/// Per-mode assembler for the battle-node <c>MatchContext</c>. Each multiplayer mode that
|
|
/// fronts a <c>do_matching</c> endpoint adds one method here that reads its mode-specific
|
|
/// state (TK2 run, current-deck pointer, open-room set_deck, ...) and produces a
|
|
/// <c>MatchContext</c> for the bridge.
|
|
/// </summary>
|
|
public interface IMatchContextBuilder
|
|
{
|
|
/// <summary>
|
|
/// Build a context from the viewer's active TK2 run + viewer cosmetics + config.
|
|
/// Throws <see cref="ArenaTwoPickException"/> on missing run / incomplete draft.
|
|
/// </summary>
|
|
Task<MatchContext> BuildForTwoPickAsync(long viewerId);
|
|
|
|
/// <summary>
|
|
/// Build a context for a rank-battle viewer + format (rotation / unlimited) + the
|
|
/// caller-selected deck number (from <c>do_matching</c>'s <c>deck_no</c>). Pulls the
|
|
/// viewer's deck for that format/number + viewer cosmetics. Throws if the viewer has
|
|
/// no deck at that slot.
|
|
/// </summary>
|
|
Task<MatchContext> BuildForRankBattleAsync(long viewerId, Format format, int deckNo);
|
|
}
|