Files
SVSimServer/SVSim.UnitTests/BattleNode/Sessions/BattleSessionStateTests.cs
gamer147 0d7136787a refactor(battlenode): retire spellboost bookkeeping, engine owns cost+spellboost (M-HC-3)
The headless engine accumulates spell-charge for real on the receive path
(each spell play runs the played card's own AddSpellChargeCount) and resolves
the discounted cost by construction, so the wire-derived spellboost-count
bookkeeping is redundant. Engine-source the knownList spellboost COUNT too
(prod-faithful) via a new SessionBattleEngine.PlayedCardSpellboost, using the
same persist-post-play zone search as PlayedCardCost (SpellChargeCount survives
PlayCard; only ctor/ReturnCard zero it).

- Delete IdxToSpellboost/SpellboostMap/GetSpellboostMap/RecordSpellboostFrom
  (BattleSessionState) and MineAlterSpellboosts (KnownListBuilder); token/choice/
  copy identity maps are untouched.
- BuildPlayedCard takes an engine-sourced spellboost int (drops spellboostMap).
- Seed BattleLogManager fusion lists headless (the per-frame filter cleanup
  NREs on null EnemyFusionCard when a fanfare card registers a CalledCreateFilter)
  so real spell-charge grantor plays resolve.
- Add committed real-charge regression tests (no SeedHandCardSpellboostCost seam):
  one grantor play accumulates +1 on the reducer -> cost 5->4, count 1, persisting
  post-play; handler emits cost 4 + spellboost 1 engine-sourced.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 21:48:50 -04:00

94 lines
3.9 KiB
C#

using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.BattleNode.Sessions.Dispatch;
namespace SVSim.UnitTests.BattleNode.Sessions;
[TestFixture]
public class BattleSessionStateTests
{
private sealed class StubParticipant : IBattleParticipant
{
public long ViewerId { get; }
public MatchContext Context { get; }
public event Func<SVSim.BattleNode.Protocol.MsgEnvelope, CancellationToken, Task>? FrameEmitted;
public StubParticipant(long id, MatchContext ctx) { ViewerId = id; Context = ctx; }
public Task PushAsync(SVSim.BattleNode.Protocol.MsgEnvelope e, Stock n, CancellationToken c) => Task.CompletedTask;
public Task RunAsync(CancellationToken c) => Task.CompletedTask;
public Task TerminateAsync(BattleFinishReason r) => Task.CompletedTask;
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
private void Touch() => FrameEmitted?.Invoke(null!, default);
}
private static MatchContext Ctx(params long[] deck) => new(
SelfDeckCardIds: deck, ClassId: CardClass.Forestcraft, CharaId: "1", CardMasterName: "cm",
CountryCode: CountryCodes.Korea, UserName: "P", SleeveId: "0", EmblemId: "0", DegreeId: "0",
FieldId: 0, IsOfficial: 0, BattleModeId: BattleModes.TakeTwo);
[Test]
public void GetOrSeedDeckMap_maps_idx_1based_to_the_shuffled_order()
{
// The map seeds from GetShuffledDeck, not raw build order. idx (i+1) -> shuffledDeck[i],
// and the set of cardIds is unchanged (1..3 present, 4 absent).
var state = new BattleSessionState(masterSeed: 12345);
var p = new StubParticipant(1, Ctx(900L, 901L, 902L));
var shuffled = state.GetShuffledDeck(p);
var map = state.GetOrSeedDeckMap(p);
Assert.That(map[1], Is.EqualTo(shuffled[0]));
Assert.That(map[2], Is.EqualTo(shuffled[1]));
Assert.That(map[3], Is.EqualTo(shuffled[2]));
Assert.That(map.ContainsKey(4), Is.False);
Assert.That(new[] { map[1], map[2], map[3] }, Is.EquivalentTo(new[] { 900L, 901L, 902L }));
}
[Test]
public void GetOrSeedDeckMap_is_idempotent_same_instance()
{
var state = new BattleSessionState();
var p = new StubParticipant(1, Ctx(900L));
Assert.That(state.GetOrSeedDeckMap(p), Is.SameAs(state.GetOrSeedDeckMap(p)));
}
[Test]
public void GetShuffledDeck_is_a_permutation_of_the_input()
{
var state = new BattleSessionState(masterSeed: 12345);
var p = new StubParticipant(1001, Ctx(DistinctDeck()));
Assert.That(state.GetShuffledDeck(p), Is.EquivalentTo(DistinctDeck()),
"same multiset of cards, just reordered");
}
[Test]
public void GetShuffledDeck_actually_reorders_a_distinct_deck()
{
var state = new BattleSessionState(masterSeed: 12345);
var p = new StubParticipant(1001, Ctx(DistinctDeck()));
Assert.That(state.GetShuffledDeck(p), Is.Not.EqualTo(DistinctDeck()),
"a 30-card distinct deck should not survive the shuffle in original order");
}
[Test]
public void GetShuffledDeck_is_deterministic_for_same_master_seed_and_viewer()
{
var a = new BattleSessionState(masterSeed: 777).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
var b = new BattleSessionState(masterSeed: 777).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
Assert.That(a, Is.EqualTo(b));
}
[Test]
public void GetShuffledDeck_differs_across_master_seeds()
{
var a = new BattleSessionState(masterSeed: 1).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
var b = new BattleSessionState(masterSeed: 2).GetShuffledDeck(new StubParticipant(1001, Ctx(DistinctDeck())));
Assert.That(a, Is.Not.EqualTo(b));
}
private static long[] DistinctDeck() =>
Enumerable.Range(1, 30).Select(i => 200_000_000L + i).ToArray();
}