SoloDefaultsToScripted was only consulted by ArenaTwoPickBattleController; RankBattleController did its own inline pair-up + state-code mapping and ignored the flag entirely. Result: turning on the flag globally only short-circuited TK2 polls, while rank-battle polls still parked for the PvpFirstThenAiFallback threshold (15s) before resolving — surfaced today when the user set the flag and saw rank-battle still queue, then bot- battle via the client-side AI (not the server-side Scripted lifecycle we need to test WS traffic against). New IMatchingResolver owns the cross-cutting decisions: - honor scriptedOptIn (per-request) OR options.SoloDefaultsToScripted (process-wide) — bypass pair-up, register Scripted, return 3004 - otherwise call IMatchingPairUpService.TryPairAsync and translate the PairUpResult to the 3002/3004/3007/3011 vocabulary Family controllers shed the duplicated logic: - ArenaTwoPickBattleController: ~50 LOC → ~25; preserves ?scripted=1 query opt-in (parsed permissively for "1"/"true") and the ArenaTwoPickException catch - RankBattleController: ~30 LOC → ~12; preserves the 3001 mapping for InvalidOperationException (no deck for format) and card_master_id emission DoMatchingContractTests is the durable enforcement: parametrized over TK2 + rotation + unlimited rank, asserts SoloDefaultsToScripted=true makes every family's first poll skip 3002 and return SUCCEEDED with a battle_id + node_server_url. Adding a fourth family that forgets to route through IMatchingResolver fails this test — that's the point. MatchingResolverTests covers the six resolver paths in isolation with mocks; per-test Harness locals (not fixture-level fields) because the assembly is [Parallelizable(ParallelScope.All)] and shared mocks race. 957 tests passing (was 948; +9: 6 resolver + 3 contract parametrizations). No regressions in the existing TK2 / rank-battle controller suites. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
130 lines
5.6 KiB
C#
130 lines
5.6 KiB
C#
using Moq;
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using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.EmulatedEntrypoint.Matching;
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namespace SVSim.UnitTests.Matching;
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/// <summary>
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/// Per-test locals (no fixture-level fields) because the assembly runs with
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/// <c>[Parallelizable(ParallelScope.All)]</c> — shared <c>_resolver</c>/<c>_bridge</c>
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/// fields would race across concurrent tests in this fixture.
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/// </summary>
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[TestFixture]
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public class MatchingResolverTests
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{
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private sealed record Harness(
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Mock<IMatchingBridge> Bridge,
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Mock<IMatchingPairUpService> PairUp,
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BattleNodeOptions Options,
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MatchingResolver Resolver);
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private static Harness BuildHarness()
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{
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var bridge = new Mock<IMatchingBridge>(MockBehavior.Strict);
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var pairUp = new Mock<IMatchingPairUpService>(MockBehavior.Strict);
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var options = new BattleNodeOptions { NodeServerUrl = "localhost:5148/socket.io/" };
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return new Harness(bridge, pairUp, options, new MatchingResolver(bridge.Object, pairUp.Object, options));
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}
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private static BattlePlayer Player(long vid = 1) =>
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new(vid, new MatchContext(
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SelfDeckCardIds: Array.Empty<long>(), ClassId: "0", CharaId: "0",
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CardMasterName: "card_master_node_10015",
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CountryCode: "JP", UserName: $"P{vid}", SleeveId: "0",
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EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11));
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[Test]
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public async Task When_scriptedOptIn_is_true_registers_Scripted_and_returns_3004()
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{
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var h = BuildHarness();
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var player = Player();
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h.Bridge.Setup(b => b.RegisterBattle(player, null, BattleType.Scripted))
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.Returns(new PendingMatch("bid-scripted", "node.local/socket.io/"));
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var r = await h.Resolver.ResolveAsync("arena_two_pick_battle", player, scriptedOptIn: true, default);
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Assert.That(r.MatchingState, Is.EqualTo(3004));
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Assert.That(r.BattleId, Is.EqualTo("bid-scripted"));
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Assert.That(r.NodeServerUrl, Is.EqualTo("node.local/socket.io/"));
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h.Bridge.VerifyAll();
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h.PairUp.Verify(p => p.TryPairAsync(It.IsAny<string>(), It.IsAny<BattlePlayer>(), It.IsAny<CancellationToken>()), Times.Never);
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}
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[Test]
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public async Task When_options_SoloDefaultsToScripted_is_true_registers_Scripted_for_any_mode()
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{
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// Cross-family contract: the process-wide flag overrides pair-up for every mode,
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// not just TK2.
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var h = BuildHarness();
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h.Options.SoloDefaultsToScripted = true;
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var player = Player();
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h.Bridge.Setup(b => b.RegisterBattle(player, null, BattleType.Scripted))
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.Returns(new PendingMatch("bid-rank-scripted", "node.local/socket.io/"));
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var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, scriptedOptIn: false, default);
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Assert.That(r.MatchingState, Is.EqualTo(3004));
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Assert.That(r.BattleId, Is.EqualTo("bid-rank-scripted"));
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h.PairUp.Verify(p => p.TryPairAsync(It.IsAny<string>(), It.IsAny<BattlePlayer>(), It.IsAny<CancellationToken>()), Times.Never);
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}
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[Test]
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public async Task When_neither_flag_set_calls_pairUp_and_parks_returns_3002_with_empty_url()
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{
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var h = BuildHarness();
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var player = Player();
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h.PairUp.Setup(p => p.TryPairAsync("arena_two_pick_battle", player, It.IsAny<CancellationToken>()))
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.ReturnsAsync((PairUpResult?)null);
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var r = await h.Resolver.ResolveAsync("arena_two_pick_battle", player, scriptedOptIn: false, default);
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Assert.That(r.MatchingState, Is.EqualTo(3002));
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Assert.That(r.BattleId, Is.Null);
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Assert.That(r.NodeServerUrl, Is.EqualTo(""), "Empty string (not null) — client unguarded-.ToString()s it.");
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h.Bridge.Verify(b => b.RegisterBattle(It.IsAny<BattlePlayer>(), It.IsAny<BattlePlayer?>(), It.IsAny<BattleType>()), Times.Never);
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}
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[Test]
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public async Task Pair_owner_role_returns_3007()
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{
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var h = BuildHarness();
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var player = Player();
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h.PairUp.Setup(p => p.TryPairAsync("rotation_rank_battle", player, It.IsAny<CancellationToken>()))
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.ReturnsAsync(new PairUpResult(new PendingMatch("bid-x", "node.local/socket.io/"), IsOwner: true, IsAiFallback: false));
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var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, scriptedOptIn: false, default);
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Assert.That(r.MatchingState, Is.EqualTo(3007));
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Assert.That(r.BattleId, Is.EqualTo("bid-x"));
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}
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[Test]
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public async Task Pair_joiner_role_returns_3004()
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{
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var h = BuildHarness();
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var player = Player();
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h.PairUp.Setup(p => p.TryPairAsync("rotation_rank_battle", player, It.IsAny<CancellationToken>()))
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.ReturnsAsync(new PairUpResult(new PendingMatch("bid-x", "node.local/socket.io/"), IsOwner: false, IsAiFallback: false));
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var r = await h.Resolver.ResolveAsync("rotation_rank_battle", player, scriptedOptIn: false, default);
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Assert.That(r.MatchingState, Is.EqualTo(3004));
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}
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[Test]
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public async Task AI_fallback_returns_3011_regardless_of_owner_flag()
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{
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// IsAiFallback wins the switch even if IsOwner is also true (the resolver's first arm).
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var h = BuildHarness();
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var player = Player();
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h.PairUp.Setup(p => p.TryPairAsync("unlimited_rank_battle", player, It.IsAny<CancellationToken>()))
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.ReturnsAsync(new PairUpResult(new PendingMatch("bid-ai", "node.local/socket.io/"), IsOwner: true, IsAiFallback: true));
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var r = await h.Resolver.ResolveAsync("unlimited_rank_battle", player, scriptedOptIn: false, default);
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Assert.That(r.MatchingState, Is.EqualTo(3011));
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}
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}
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