Files
SVSimServer/SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
gamer147 ee23985055 fix(battle-node): push BattleFinish on Scripted TurnEndFinal so the client doesn't park on the disconnect-checker
Before: when the player declared their final winning turn (TurnEndFinal),
Scripted mode forwarded it to the bot — which fired a useless 3-frame
TurnStart/TurnEnd/Judge burst as if the game were continuing. No
BattleFinish was ever pushed, so the client's
BattleFinishToOpponentDisConnectChecker (NetworkBattleManagerBase.cs:1640
+ BattleFinishToOpponentDisConnectChecker.cs) parked the player on a
"waiting for opponent" dialog for 128 seconds, eventually falling through
to a synthetic OnDisConnectWin. The user could see "opponent defeated"
animations but couldn't proceed to the post-battle screen.

After: Scripted TurnEndFinal pushes BattleFinish with result=LifeLose=102
to the player (matches the RESULT_CODE the client expects per
NetworkBattleReceiver.cs:963-986; client maps LifeLose → "opponent's life
ran out, PLAYER WIN" UI per NetworkBattleManagerBase.cs:1450-1459). Phase
transitions to Terminal so RunAsync's PvP-disconnect cascade doesn't
synthesize a second BattleFinish on top. No bot burst — the game is
over.

Wire reference: prod TK2 capture battle-traffic_tk2_regular.ndjson:273-274
shows server pushing TurnEndFinal followed immediately by BattleFinish
result:102.

BattleResult enum gets the LifeWin=101 / LifeLose=102 values and a
corrected docstring. The pre-existing Lose=0 / Win=1 / Consistency=2
values stay (Retire/Kill flow ships them today and works as "no contest"
end-of-battle), but their docstring no longer claims they're the WS
shape — they were always the HTTP /finish shape, mislabeled.

TurnEnd (regular, not final) keeps the existing forward-to-bot behavior
in Scripted mode — that's a normal turn boundary, not game end.

PvP TurnEndFinal still broadcasts the same TurnEnd+Judge as regular
TurnEnd; the actual game-end BattleFinish push in PvP rides the loser's
Retire/Kill or the disconnect cascade in RunAsync.

177 battle-node tests passing (was 176; +1 covering the new dispatch arm).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:48:20 -04:00

696 lines
30 KiB
C#

using Microsoft.Extensions.Logging.Abstractions;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
using SVSim.BattleNode.Sessions;
using SVSim.BattleNode.Sessions.Participants;
namespace SVSim.UnitTests.BattleNode.Sessions;
[TestFixture]
public class BattleSessionDispatchTests
{
[Test]
public void InitNetwork_acks_to_sender_transitions_to_AwaitingInitBattle()
{
var (s, a, b) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
Assert.That(routes[0].NoStock, Is.True);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
}
[Test]
public void InitBattle_pushes_Matched_to_sender_only()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
}
[Test]
public void Loaded_pushes_BattleStart_then_Deal_to_sender()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
Assert.That(routes.Select(r => r.Frame.Uri),
Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
}
[Test]
public void Swap_pushes_SwapResponse_then_Ready_to_sender()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
Assert.That(routes.Select(r => r.Frame.Uri),
Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void TurnEnd_from_real_forwards_to_other_participant()
{
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void Scripted_TurnEndFinal_pushes_BattleFinish_LifeLose_to_player_and_terminates()
{
// Regression for the BattleFinishToOpponentDisConnectChecker softlock — when the
// player declares their final winning turn (TurnEndFinal), the server must push a
// wire BattleFinish so the client doesn't park on "waiting for opponent" for 128s.
// LifeLose=102 = "opponent's life ran out" → client UI shows player WIN.
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
Assert.That(routes.Count, Is.EqualTo(1),
"Scripted TurnEndFinal must push exactly one frame (BattleFinish); no bot 3-frame burst.");
Assert.That(routes[0].Target, Is.SameAs(a),
"BattleFinish goes to the player who declared the final turn, not the bot.");
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(routes[0].NoStock, Is.True,
"BattleFinish is a no-stock control push (matches the Retire/Kill arm).");
Assert.That(routes[0].Frame.Body, Is.InstanceOf<SVSim.BattleNode.Protocol.Bodies.BattleFinishBody>());
var body = (SVSim.BattleNode.Protocol.Bodies.BattleFinishBody)routes[0].Frame.Body;
Assert.That(body.Result, Is.EqualTo(BattleResult.LifeLose),
"Wire result must be RESULT_CODE.LifeLose (102); the client maps that to player WIN.");
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal),
"Session must transition to Terminal so the RunAsync cascade doesn't synthesize a second BattleFinish.");
}
[Test]
public void Handshake_dispatch_reads_per_participant_Phase_not_session_Phase()
{
var a = new FakeRealParticipant(viewerId: 1, FixtureCtx());
var b = new FakeRealParticipant(viewerId: 2, FixtureCtx());
var s = new BattleSession("bid-1", BattleType.Pvp, a, b, NullLogger<BattleSession>.Instance);
// A is AwaitingInitNetwork; B is AwaitingInitBattle (manually set).
b.Phase = BattleSessionPhase.AwaitingInitBattle;
// A's InitNetwork should ack (matches A's phase).
var routesA = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
Assert.That(routesA.Count, Is.EqualTo(1));
Assert.That(routesA[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
// B's InitBattle should produce Matched (matches B's phase, set above).
var routesB = s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitBattle));
Assert.That(routesB.Count, Is.EqualTo(1));
Assert.That(routesB[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
Assert.That(b.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
}
[Test]
public void ScriptedBot_emitted_OpponentTurnStart_forwards_to_real()
{
var (s, a, b) = NewSession();
// Bot emits a TurnStart frame (carrying ViewerId == FakeOpponentViewerId per the
// ScriptedBotParticipant impl). Session should route it to the real participant.
var botFrame = ScriptedLifecycle.BuildOpponentTurnStart();
var routes = s.ComputeFrames(b, botFrame);
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
}
[Test]
public void ScriptedBot_emitted_Judge_forwards_to_real()
{
var (s, a, b) = NewSession();
var botFrame = ScriptedLifecycle.BuildOpponentJudge();
var routes = s.ComputeFrames(b, botFrame);
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
}
[Test]
public void ScriptedBot_emitted_TurnEnd_forwards_to_real()
{
// TurnEnd from the bot is also one of the burst frames. The case is handled
// by the TurnEnd-from-scripted arm (bot ViewerId matches FakeOpponentViewerId).
var (s, a, b) = NewSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
// Drive player TurnEnd first (transitions Phase if needed) — but TurnEnd from bot
// arrives in Phase AfterReady too. The bot's TurnEnd is routed via the dispatch
// arm that forwards any frame from the FakeOpponentViewerId participant.
var botFrame = ScriptedLifecycle.BuildOpponentTurnEnd();
var routes = s.ComputeFrames(b, botFrame);
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
}
[Test]
public void Retire_pushes_BattleFinish_no_contest_terminates()
{
var (s, a, _) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(routes[0].NoStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Kill_pushes_BattleFinish_no_contest_terminates()
{
var (s, a, _) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Kill));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(routes[0].NoStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void OutOfOrder_dispatch_returns_empty_and_does_not_advance_phase()
{
var (s, a, _) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
Assert.That(routes, Is.Empty);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
}
[Test]
public void Pvp_InitBattle_from_A_pushes_Matched_with_B_oppoInfo_to_A_only()
{
var (s, a, b) = NewPvpSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Matched));
var body = (MatchedBody)routes[0].Frame.Body;
Assert.That(body.SelfInfo.UserName, Is.EqualTo("PlayerA"),
"Matched.selfInfo must reflect the sender (A).");
Assert.That(body.SelfInfo.OppoId, Is.EqualTo(b.ViewerId));
Assert.That(body.OppoInfo.UserName, Is.EqualTo("PlayerB"),
"Matched.oppoInfo must reflect the OTHER participant (B).");
Assert.That(body.OppoInfo.OppoId, Is.EqualTo(a.ViewerId));
Assert.That(body.SelfInfo.Seed, Is.EqualTo(body.OppoInfo.Seed),
"Both sides must see the same seed.");
}
[Test]
public void Pvp_InitBattle_from_B_pushes_Matched_with_A_oppoInfo_to_B_only()
{
var (s, a, b) = NewPvpSession();
s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitNetwork));
var routes = s.ComputeFrames(b, NewEnvelope(NetworkBattleUri.InitBattle));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
var body = (MatchedBody)routes[0].Frame.Body;
Assert.That(body.SelfInfo.UserName, Is.EqualTo("PlayerB"));
Assert.That(body.OppoInfo.UserName, Is.EqualTo("PlayerA"));
}
[Test]
public void Pvp_Loaded_from_A_pushes_BattleStart_with_B_oppoInfo_plus_Deal_to_A()
{
var (s, a, b) = NewPvpSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
Assert.That(routes.Count, Is.EqualTo(2));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleStart));
Assert.That(routes[1].Frame.Uri, Is.EqualTo(NetworkBattleUri.Deal));
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
var bs = (BattleStartBody)routes[0].Frame.Body;
Assert.That(bs.SelfInfo.ClassId, Is.EqualTo("3"), "A is class 3 per fixture.");
Assert.That(bs.OppoInfo.ClassId, Is.EqualTo("5"), "B is class 5 per fixture.");
}
[Test]
public void Pvp_Swap_from_A_pushes_SwapResponse_plus_Ready_to_A_only()
{
var (s, a, b) = NewPvpSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
Assert.That(routes.Select(r => r.Frame.Uri),
Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
Assert.That(b.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork),
"Swap from A doesn't advance B's phase.");
}
[Test]
public void Pvp_TurnStart_from_A_in_BothAfterReady_forwards_to_B()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnStart));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnStart));
}
[Test]
public void Pvp_PlayActions_from_A_in_BothAfterReady_forwards_to_B()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.PlayActions));
}
[Test]
public void Pvp_Echo_from_A_in_BothAfterReady_forwards_to_B()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Echo));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
}
[Test]
public void Pvp_TurnEndActions_from_A_in_BothAfterReady_forwards_to_B()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndActions));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
}
[Test]
public void Pvp_JudgeResult_from_A_in_BothAfterReady_forwards_to_B()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.JudgeResult));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
}
[Test]
public void Pvp_PlayActions_when_B_still_AwaitingSwap_drops()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
// B is still AwaitingInitNetwork — BothAfterReady is false.
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
Assert.That(routes, Is.Empty,
"PvP gameplay forwarding must wait until BOTH sides reach AfterReady.");
}
[Test]
public void Pvp_TurnEnd_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
Assert.That(routes.Count, Is.EqualTo(4));
Assert.That(routes.Select(r => (r.Target, r.Frame.Uri)), Is.EquivalentTo(new[]
{
((IBattleParticipant)a, NetworkBattleUri.TurnEnd),
((IBattleParticipant)b, NetworkBattleUri.TurnEnd),
((IBattleParticipant)a, NetworkBattleUri.Judge),
((IBattleParticipant)b, NetworkBattleUri.Judge),
}));
}
[Test]
public void Pvp_TurnEndFinal_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
Assert.That(routes.Count, Is.EqualTo(4));
Assert.That(routes.Select(r => r.Frame.Uri).Distinct(),
Is.EquivalentTo(new[] { NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge }));
}
[Test]
public void Pvp_TurnEnd_when_B_still_AwaitingSwap_drops()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
// B not at AfterReady.
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
Assert.That(routes, Is.Empty);
}
[Test]
public void Pvp_Retire_from_A_pushes_BattleFinish_Lose_to_A_and_Win_to_B()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
Assert.That(routes.Count, Is.EqualTo(2));
var aRoute = routes.Single(r => ReferenceEquals(r.Target, a));
var bRoute = routes.Single(r => ReferenceEquals(r.Target, b));
Assert.That(aRoute.Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(((BattleFinishBody)aRoute.Frame.Body).Result, Is.EqualTo(BattleResult.Lose));
Assert.That(bRoute.Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(((BattleFinishBody)bRoute.Frame.Body).Result, Is.EqualTo(BattleResult.Win));
Assert.That(aRoute.NoStock, Is.True);
Assert.That(bRoute.NoStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Pvp_Kill_from_A_same_as_Retire()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
DriveToAfterReady(s, b);
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Kill));
Assert.That(routes.Count, Is.EqualTo(2));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Scripted_Retire_still_pushes_BattleFinish_Win_to_sender_only()
{
// Regression guard — Phase 1 behavior preserved for Scripted.
var (s, a, _) = NewSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(((BattleFinishBody)routes[0].Frame.Body).Result, Is.EqualTo(BattleResult.Win));
}
private static (BattleSession, FakeRealParticipant, FakeParticipant) NewBotSession()
{
var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
var b = new FakeParticipant(viewerId: ScriptedLifecycle.FakeOpponentViewerId, NoOpBotContext());
var s = new BattleSession("bid-bot-1", BattleType.Bot, a, b, NullLogger<BattleSession>.Instance);
return (s, a, b);
}
private static MatchContext NoOpBotContext() => new(
SelfDeckCardIds: Array.Empty<long>(),
ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
CountryCode: "", UserName: "Bot", SleeveId: "0",
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 0);
[Test]
public void Bot_InitNetwork_acks_to_sender()
{
var (s, a, _) = NewBotSession();
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitNetwork));
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
}
[Test]
public void Bot_InitBattle_acks_to_sender_with_no_Matched_push()
{
var (s, a, _) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
// Bot InitBattle is ack-only — NO Matched push. Matched would be ignored
// by the client anyway (gated on status == Connect, which is already
// past by the time the wire round-trip completes), but the spec is to
// not send it for clarity.
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.InitBattle),
"Expected an ack envelope for InitBattle, NOT a Matched envelope.");
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
}
[Test]
public void Bot_Loaded_produces_no_routes_but_advances_phase()
{
var (s, a, _) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
// Bot Loaded is silent — no BattleStart, no Deal. Pushing BattleStart
// would actively CORRUPT OppoBattleStartInfo on the client (the wire
// handler at Matching.cs:417 → SetNetworkInfo overwrites it with our
// placeholder NoOpBotParticipant.Context zeros).
Assert.That(routes, Is.Empty, "Bot Loaded is silent.");
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap),
"Phase still advances even though there are no outbound routes.");
}
[Test]
public void Bot_Swap_per_sender_SwapResponse_plus_Ready()
{
var (s, a, _) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
Assert.That(routes.Select(r => r.Frame.Uri),
Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
Assert.That(routes.All(r => ReferenceEquals(r.Target, a)), Is.True);
Assert.That(a.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void Bot_TurnEnd_pushes_Judge_to_sender_only()
{
var (s, a, b) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
Assert.That(routes.Count, Is.EqualTo(1), "Bot TurnEnd → exactly one Judge frame back.");
Assert.That(routes[0].Target, Is.SameAs(a), "Judge target is the sender, not broadcast.");
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
}
[Test]
public void Bot_TurnEndFinal_pushes_Judge_to_sender_only()
{
var (s, a, _) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEndFinal));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.Judge));
Assert.That(routes[0].Target, Is.SameAs(a));
}
[Test]
public void Bot_PlayActions_drops_no_recipient()
{
var (s, a, _) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
// Bot's PlayActions falls through the default arm — the Pvp forwarder is gated
// on Type == Pvp, so Bot's gameplay frames have no routing rule and drop.
// (The PvP semantics would have been "forward to NoOp which swallows" — same
// observable result, but cleaner to leave them as default-drops.)
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.PlayActions));
Assert.That(routes, Is.Empty);
}
[Test]
public void Bot_Retire_pushes_BattleFinish_Win_to_sender()
{
var (s, a, _) = NewBotSession();
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Swap));
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.Retire));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(a));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
}
private static (BattleSession, FakeRealParticipant, FakeRealParticipant) NewPvpSession()
{
var a = new FakeRealParticipant(viewerId: 1001, PlayerACtx());
var b = new FakeRealParticipant(viewerId: 2002, PlayerBCtx());
var s = new BattleSession("bid-pvp-1", BattleType.Pvp, a, b, NullLogger<BattleSession>.Instance);
return (s, a, b);
}
private static void DriveToAfterReady(BattleSession s, FakeRealParticipant p)
{
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeFrames(p, NewEnvelope(NetworkBattleUri.Swap));
// p.Phase should now be AfterReady.
}
private static MatchContext PlayerACtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
ClassId: "3", CharaId: "3", CardMasterName: "card_master_node_10015",
CountryCode: "KOR", UserName: "PlayerA", SleeveId: "3000011",
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleType: 11);
private static MatchContext PlayerBCtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 200_011_010L).ToList(),
ClassId: "5", CharaId: "5", CardMasterName: "card_master_node_10015",
CountryCode: "JPN", UserName: "PlayerB", SleeveId: "3000022",
EmblemId: "701441022", DegreeId: "300004", FieldId: 44, IsOfficial: 0,
BattleType: 11);
private static (BattleSession, FakeRealParticipant, FakeParticipant) NewSession()
{
var a = new FakeRealParticipant(viewerId: 1, FixtureCtx());
var b = new FakeParticipant(viewerId: ScriptedLifecycle.FakeOpponentViewerId, ScriptedBotContext());
var s = new BattleSession("bid-1", BattleType.Scripted, a, b, NullLogger<BattleSession>.Instance);
return (s, a, b);
}
private static MatchContext FixtureCtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
CountryCode: "KOR", UserName: "Player", SleeveId: "3000011",
EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
BattleType: 11);
private static MatchContext ScriptedBotContext() => new(
SelfDeckCardIds: Array.Empty<long>(),
ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
BattleType: 0);
private static MsgEnvelope NewEnvelope(NetworkBattleUri uri) =>
new(uri, ViewerId: 1, Uuid: "u", Bid: null, Try: 0,
Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
Body: new RawBody(new Dictionary<string, object?>()));
/// <summary>Data-only IBattleParticipant stub for dispatch tests. PushAsync/RunAsync
/// are no-ops; FrameEmitted exists but is never invoked by the test.</summary>
private sealed class FakeParticipant : IBattleParticipant
{
public long ViewerId { get; }
public MatchContext Context { get; }
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
public FakeParticipant(long viewerId, MatchContext context) { ViewerId = viewerId; Context = context; }
public Task PushAsync(MsgEnvelope env, bool noStock, CancellationToken ct) => Task.CompletedTask;
public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
private void Touch() => FrameEmitted?.Invoke(null!, default);
}
/// <summary>Like <see cref="FakeParticipant"/> but additionally implements
/// <see cref="IHasHandshakePhase"/> so the dispatch tests can drive a participant's
/// Phase without instantiating a full <c>RealParticipant</c> (which needs a real
/// WebSocket).</summary>
private sealed class FakeRealParticipant : IBattleParticipant, IHasHandshakePhase
{
public long ViewerId { get; }
public MatchContext Context { get; }
public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
public FakeRealParticipant(long viewerId, MatchContext context) { ViewerId = viewerId; Context = context; }
public Task PushAsync(MsgEnvelope env, bool noStock, CancellationToken ct) => Task.CompletedTask;
public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
private void Touch() => FrameEmitted?.Invoke(null!, default);
}
}