Files
SVSimServer/SVSim.UnitTests/Matching/InProcessPairUpRankFallbackTests.cs
gamer147 b65cf81977 feat(matching): per-mode policy + AI-fallback branch in InProcessPairUp
InProcessPairUp now consults ModePolicyRegistry per call and reads the
fallback threshold from MatchingConfig via IServiceScopeFactory (singleton
service consuming a scoped IGameConfigService). New behavior for
PvpFirstThenAiFallback modes: when the calling viewer IS the slot's
waiter and Now - WaitingSince >= threshold, the waiter unparks and the
bridge resolves a Bot match. PvpOnly modes (TK2) keep parking forever
(modulo a 5-minute stale-waiter eviction backstop).

TimeProvider is injected so tests can drive time forward with
FakeTimeProvider — 7 new tests cover the four key transitions
(stay-parked / pair-pvp / fall-back / stale-evict) plus per-mode
isolation. Fixture uses [FixtureLifeCycle(InstancePerTestCase)] because
the assembly is Parallelizable(ParallelScope.All).

Program.cs registers ModePolicyRegistry with three rows: TK2 PvpOnly,
rotation/unlimited rank PvpFirstThenAiFallback.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 01:09:42 -04:00

157 lines
6.8 KiB
C#

using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Time.Testing;
using Moq;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.Database.Models.Config;
using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Matching;
namespace SVSim.UnitTests.Matching;
[TestFixture]
[FixtureLifeCycle(LifeCycle.InstancePerTestCase)]
public class InProcessPairUpRankFallbackTests
{
private FakeTimeProvider _clock = null!;
private Mock<IMatchingBridge> _bridge = null!;
private Mock<IGameConfigService> _config = null!;
private ModePolicyRegistry _policies = null!;
private InProcessPairUp _pairUp = null!;
[SetUp]
public void SetUp()
{
_clock = new FakeTimeProvider(startDateTime: new DateTimeOffset(2026, 6, 2, 0, 0, 0, TimeSpan.Zero));
_bridge = new Mock<IMatchingBridge>();
_config = new Mock<IGameConfigService>();
_config.Setup(c => c.Get<MatchingConfig>())
.Returns(new MatchingConfig { RankBattleAiFallbackThresholdSeconds = 15 });
_policies = new ModePolicyRegistry(new[]
{
new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
});
// Build a tiny service provider exposing the mock IGameConfigService as scoped,
// and inject IServiceScopeFactory into InProcessPairUp the same way prod does.
var services = new ServiceCollection();
services.AddScoped<IGameConfigService>(_ => _config.Object);
var sp = services.BuildServiceProvider();
_pairUp = new InProcessPairUp(_bridge.Object, _policies, sp.GetRequiredService<IServiceScopeFactory>(), _clock);
}
private static BattlePlayer Player(long id) =>
new(id, new MatchContext(
SelfDeckCardIds: Array.Empty<long>(), ClassId: "0", CharaId: "0",
CardMasterName: "card_master_node_10015",
CountryCode: "JP", UserName: $"P{id}", SleeveId: "0",
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11));
[Test]
public async Task TK2_policy_is_PvpOnly_no_fallback_regression()
{
var p = Player(1);
var first = await _pairUp.TryPairAsync("arena_two_pick_battle", p, default);
Assert.That(first, Is.Null, "First poll should park.");
_clock.Advance(TimeSpan.FromSeconds(20)); // Past the rotation threshold.
var second = await _pairUp.TryPairAsync("arena_two_pick_battle", p, default);
Assert.That(second, Is.Null, "TK2 must not fall back to AI even past threshold.");
_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), BattleType.Bot), Times.Never);
}
[Test]
public async Task Rotation_first_poll_parks_no_fallback()
{
var p = Player(1);
var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
Assert.That(result, Is.Null, "First poll should park even on fallback-eligible modes.");
_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
}
[Test]
public async Task Rotation_second_poll_under_threshold_stays_parked()
{
var p = Player(1);
await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
_clock.Advance(TimeSpan.FromSeconds(5));
var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
Assert.That(result, Is.Null, "Sub-threshold polls should keep the viewer parked.");
_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
}
[Test]
public async Task Rotation_poll_past_threshold_falls_back_to_Bot()
{
var p = Player(1);
var bid = "bot-bid-1";
var url = "http://node.local/socket.io/";
_bridge.Setup(b => b.RegisterBattle(p, null, BattleType.Bot))
.Returns(new PendingMatch(bid, url));
await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
_clock.Advance(TimeSpan.FromSeconds(16));
var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
Assert.That(result, Is.Not.Null);
Assert.That(result!.IsAiFallback, Is.True);
Assert.That(result.IsOwner, Is.True);
Assert.That(result.Match.BattleId, Is.EqualTo(bid));
_bridge.Verify(b => b.RegisterBattle(p, null, BattleType.Bot), Times.Once);
}
[Test]
public async Task Rotation_partner_arrives_before_threshold_pairs_PvP()
{
var pA = Player(1);
var pB = Player(2);
_bridge.Setup(b => b.RegisterBattle(pA, pB, BattleType.Pvp))
.Returns(new PendingMatch("pvp-bid", "http://node.local/socket.io/"));
await _pairUp.TryPairAsync("rotation_rank_battle", pA, default);
_clock.Advance(TimeSpan.FromSeconds(10)); // Sub-threshold.
var joinerResult = await _pairUp.TryPairAsync("rotation_rank_battle", pB, default);
Assert.That(joinerResult, Is.Not.Null);
Assert.That(joinerResult!.IsAiFallback, Is.False, "Pair-up wins over AI fallback when partner arrives in window.");
Assert.That(joinerResult.IsOwner, Is.False, "Joiner role.");
_bridge.Verify(b => b.RegisterBattle(pA, pB, BattleType.Pvp), Times.Once);
_bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), null, BattleType.Bot), Times.Never);
}
[Test]
public async Task Rotation_stale_waiter_evicted_on_next_arriver()
{
var pA = Player(1);
var pB = Player(2);
_bridge.Setup(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), null, BattleType.Bot))
.Returns<BattlePlayer, BattlePlayer?, BattleType>((p, _, _) => new PendingMatch("bot-" + p.ViewerId, "http://node.local/socket.io/"));
await _pairUp.TryPairAsync("rotation_rank_battle", pA, default);
_clock.Advance(TimeSpan.FromMinutes(6)); // Past the 5-minute stale eviction.
var resultB = await _pairUp.TryPairAsync("rotation_rank_battle", pB, default);
// B sees an empty slot (A evicted as stale) and becomes the new waiter.
Assert.That(resultB, Is.Null);
_bridge.Verify(b => b.RegisterBattle(pA, pB, BattleType.Pvp), Times.Never, "Stale A should not have paired with B.");
}
[Test]
public async Task Unlimited_independent_from_Rotation()
{
var p = Player(1);
await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
var unlimitedResult = await _pairUp.TryPairAsync("unlimited_rank_battle", p, default);
Assert.That(unlimitedResult, Is.Null, "Per-mode slots must be independent.");
}
}