Files
SVSimServer/SVSim.UnitTests/Matching/BotRosterTests.cs
gamer147 e9af7af1b8 fix(ranked-ai): randomize bot selection and seed for AI fallback matches
Bot roster pick was hashing (UserName, ClassId) — same player always
faced the same bot class. Now hashes battleId so different matches get
different opponents while retries of the same pending battle stay
consistent.

AI start response hardcoded Seed=0 for both sides, so the client's
deck shuffle/mulligan/draw RNG was deterministic every match. The
BattleNode's per-battle MasterSeed (Random.Shared) was never sent to
bot-mode clients because InitBattleHandler skips the Matched frame.
Now populates Seed with Random.Shared.Next() on the HTTP response.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-04 21:49:43 -04:00

98 lines
3.6 KiB
C#

using Microsoft.Extensions.DependencyInjection;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.Database.Repositories.Globals;
using SVSim.EmulatedEntrypoint.Matching;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Matching;
[TestFixture]
public class BotRosterTests
{
private static MatchContext Ctx(string userName, string classId) => new(
SelfDeckCardIds: Array.Empty<long>(),
ClassId: classId, CharaId: classId, CardMasterName: "card_master_node_10015",
CountryCode: "JP", UserName: userName, SleeveId: "0",
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11);
private static async Task<BotRoster> NewRosterAsync(SVSimTestFactory factory)
{
await factory.SeedGlobalsAsync();
var scope = factory.Services.CreateScope();
var globals = scope.ServiceProvider.GetRequiredService<IGlobalsRepository>();
return new BotRoster(globals);
}
[Test]
public async Task PickAsync_returns_a_bot_with_valid_ai_id_from_rm_ai_setting()
{
using var factory = new SVSimTestFactory();
var roster = await NewRosterAsync(factory);
var bot = await roster.PickAsync(Ctx("PlayerA", "1"), "123456789012");
// Series-1 enemy_ai_id values from data_dumps/client-assets/rm_ai_setting.csv —
// one per class (1=Forest, 2=Sword, 3=Rune, 4=Dragon, 5=Shadow, 6=Blood, 7=Haven, 8=Portal).
// Must match a real row or the client's RankMatchAISettingList.GetSettingData() throws.
Assert.That(bot.AiId, Is.AnyOf(1111, 1121, 1131, 1141, 1151, 1161, 1171, 1181));
}
[Test]
public async Task PickAsync_returns_bot_with_class_metadata_set()
{
using var factory = new SVSimTestFactory();
var roster = await NewRosterAsync(factory);
var bot = await roster.PickAsync(Ctx("PlayerA", "1"), "123456789012");
Assert.That(bot.ClassId, Is.InRange(1, 8));
Assert.That(bot.CharaId, Is.InRange(1, 8));
Assert.That(bot.UserName, Is.Not.Null.And.Not.Empty);
Assert.That(bot.CountryCode, Is.Not.Null.And.Not.Empty);
}
[Test]
public async Task PickAsync_is_deterministic_per_battle_id()
{
using var factory = new SVSimTestFactory();
var roster = await NewRosterAsync(factory);
var ctx = Ctx("PlayerA", "3");
var a = await roster.PickAsync(ctx, "999888777666");
var b = await roster.PickAsync(ctx, "999888777666");
Assert.That(a, Is.EqualTo(b), "Same battleId → same bot, so mid-flight retries get the same opponent.");
}
[Test]
public async Task PickAsync_varies_across_different_battle_ids()
{
using var factory = new SVSimTestFactory();
var roster = await NewRosterAsync(factory);
var ctx = Ctx("PlayerA", "3");
var seen = new HashSet<int>();
for (var i = 0; i < 20; i++)
{
var bot = await roster.PickAsync(ctx, $"{100000000000 + i}");
seen.Add(bot.AiId);
}
Assert.That(seen.Count, Is.GreaterThan(1), "Different battle IDs should pick different bots.");
}
[Test]
public async Task PickAsync_throws_when_roster_empty()
{
// Empty DB (no SeedGlobalsAsync call) → no rows → invariant violated.
using var factory = new SVSimTestFactory();
var scope = factory.Services.CreateScope();
var globals = scope.ServiceProvider.GetRequiredService<IGlobalsRepository>();
var roster = new BotRoster(globals);
Assert.That(async () => await roster.PickAsync(Ctx("PlayerA", "1"), "000000000001"),
Throws.InvalidOperationException);
}
}