Pushing Matched in response to InitNetwork lands it before
MatchingInitBattle() finishes wiring up the OnReceivedEvent handler
and setting status=Connect. The client's Matched-case in
ReactionReceiveUri only transitions to StartLoad when status is
Connect at the moment of receipt; otherwise the frame is silently
dropped at the state machine and the matchmaking UI never advances.
The real connect-handshake sequence (per MatchingNetworkConnectChecker
+ Matching.cs):
1. WS opens.
2. Client emits InitNetwork (cat=general).
3. Server replies InitNetwork ack → _initNetworkSuccess = true.
4. MatchingInitBattle: status=Connect; emit InitBattle; subscribe
OnReceivedEvent matching handler.
5. Server replies Matched → status=StartLoad, StartBattleLoad.
6. Asset load done → client emits Loaded.
7. Server replies BattleStart + Deal → status=Prepared, GotoBattle.
Add AwaitingInitBattle phase, gate Matched on InitBattle receipt, and
gate BattleStart+Deal on Loaded receipt. Update dispatch and
integration tests to walk the new sequence; InitBattle's wire cat is
Matching(2), not Battle(1).
Caught during v1 smoke walkthrough — battle-traffic.ndjson showed the
client receiving Matched/BattleStart at sub-millisecond gaps after
InitNetwork ack, but never advancing past matchmaking.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
99 lines
4.1 KiB
C#
99 lines
4.1 KiB
C#
// SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
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using Microsoft.Extensions.Logging.Abstractions;
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using NUnit.Framework;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions;
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namespace SVSim.UnitTests.BattleNode.Sessions;
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[TestFixture]
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public class BattleSessionDispatchTests
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{
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private static BattleSession NewSession()
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{
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// ws is unused by ComputeResponses; pass null! and rely on the test never invoking the pump.
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return new BattleSession(ws: null!, battleId: "bid-1", viewerId: 1, log: NullLogger<BattleSession>.Instance);
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}
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private static MsgEnvelope NewEnvelope(NetworkBattleUri uri) =>
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new(uri, ViewerId: 1, Uuid: "u", Bid: null, Try: 0, Cat: EmitCategory.Battle,
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PubSeq: null, PlaySeq: null, Body: new Dictionary<string, object?>());
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[Test]
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public void InitNetwork_PushesAckOnly_TransitionsToAwaitingInitBattle()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.InitNetwork }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
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}
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[Test]
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public void InitBattle_PushesMatched_TransitionsToAwaitingLoaded()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
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Assert.That(responses.Single().Envelope.Uri, Is.EqualTo(NetworkBattleUri.Matched));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
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}
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[Test]
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public void Loaded_PushesBattleStartThenDeal_TransitionsToAwaitingSwap()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
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}
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[Test]
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public void Swap_PushesSwapResponseThenReady_TransitionsToAfterReady()
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{
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var s = NewSession();
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
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s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(responses.Select(r => r.Envelope.Uri),
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Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
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}
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[Test]
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public void Retire_PushesBattleFinishNoContest_TransitionsToTerminal()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Retire));
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var (env, noStock) = responses.Single();
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Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(noStock, Is.True);
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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[Test]
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public void Kill_PushesBattleFinishNoContest_TransitionsToTerminal()
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{
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var s = NewSession();
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Kill));
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var (env, noStock) = responses.Single();
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Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
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Assert.That(noStock, Is.True);
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
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}
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[Test]
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public void Swap_ArrivingBeforeLoaded_ProducesNoResponseAndDoesNotAdvancePhase()
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{
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var s = NewSession();
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// Skip Loaded — fire Swap straight out of AwaitingInitNetwork.
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var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
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Assert.That(responses, Is.Empty);
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Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
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}
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}
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