Files
SVSimServer/SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
gamer147 007513e55c test(battle-node): TurnEnd dispatch tests expect three-frame burst (TDD red)
Both single-cycle and consecutive-cycles tests now assert the v1.2
three-frame burst (TurnStart + TurnEnd + Judge). Currently failing —
ComputeResponses still pushes only two frames. Implementation follows.
2026-06-01 17:34:59 -04:00

175 lines
8.0 KiB
C#

// SVSim.UnitTests/BattleNode/Sessions/BattleSessionDispatchTests.cs
using Microsoft.Extensions.Logging.Abstractions;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
using SVSim.BattleNode.Sessions;
namespace SVSim.UnitTests.BattleNode.Sessions;
[TestFixture]
public class BattleSessionDispatchTests
{
private static BattleSession NewSession()
{
// ws is unused by ComputeResponses; pass null! and rely on the test never invoking the pump.
return new BattleSession(ws: null!, battleId: "bid-1", viewerId: 1, context: FixtureCtx(), log: NullLogger<BattleSession>.Instance);
}
private static MatchContext FixtureCtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(i => 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 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?>()));
[Test]
public void InitNetwork_PushesAckOnly_TransitionsToAwaitingInitBattle()
{
var s = NewSession();
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
Assert.That(responses.Select(r => r.Envelope.Uri),
Is.EqualTo(new[] { NetworkBattleUri.InitNetwork }));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitBattle));
}
[Test]
public void InitBattle_PushesMatched_TransitionsToAwaitingLoaded()
{
var s = NewSession();
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
Assert.That(responses.Single().Envelope.Uri, Is.EqualTo(NetworkBattleUri.Matched));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingLoaded));
}
[Test]
public void Loaded_PushesBattleStartThenDeal_TransitionsToAwaitingSwap()
{
var s = NewSession();
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
Assert.That(responses.Select(r => r.Envelope.Uri),
Is.EqualTo(new[] { NetworkBattleUri.BattleStart, NetworkBattleUri.Deal }));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingSwap));
}
[Test]
public void Swap_WithIdxListContainingTwo_ProducesHandWithFreshIdxAtPosition1()
{
var s = NewSession();
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
// Simulate the client's Swap{idxList:[2]}: the dict shape produced by MsgEnvelope.FromJson
// (a List<object?> of boxed long values), wrapped in a RawBody as the inbound type.
var swapEnv = new MsgEnvelope(
NetworkBattleUri.Swap, ViewerId: 1, Uuid: "u", Bid: null, Try: 0,
Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
Body: new RawBody(new Dictionary<string, object?>
{
["idxList"] = new List<object?> { 2L },
}));
var responses = s.ComputeResponses(swapEnv);
var swapBody = (SwapResponseBody)responses[0].Envelope.Body;
Assert.That(swapBody.Self[0].Idx, Is.EqualTo(1));
Assert.That(swapBody.Self[1].Idx, Is.EqualTo(4)); // swapped — fresh deck idx
Assert.That(swapBody.Self[2].Idx, Is.EqualTo(3));
}
[Test]
public void Swap_PushesSwapResponseThenReady_TransitionsToAfterReady()
{
var s = NewSession();
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
Assert.That(responses.Select(r => r.Envelope.Uri),
Is.EqualTo(new[] { NetworkBattleUri.Swap, NetworkBattleUri.Ready }));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void TurnEnd_AfterReady_PushesTurnStart_TurnEnd_Judge_StaysInAfterReady()
{
var s = NewSession();
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.TurnEnd));
// Three-frame cycle: opponent opens its turn, ends it, sends Judge so the client's
// JudgeOperation -> ControlTurnStartPlayer fires and the player's next turn begins.
Assert.That(responses.Select(r => r.Envelope.Uri),
Is.EqualTo(new[] { NetworkBattleUri.TurnStart, NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge }));
Assert.That(responses.Select(r => r.NoStock),
Is.EqualTo(new[] { false, false, false }));
// Phase returns to AfterReady within the same call so the next player TurnEnd can fire
// the cycle again. OpponentTurn is set transiently and is never externally observable.
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void TurnEnd_CanFireMultipleTimesConsecutively()
{
var s = NewSession();
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitNetwork));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.InitBattle));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.Loaded));
s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
var first = s.ComputeResponses(NewEnvelope(NetworkBattleUri.TurnEnd));
var second = s.ComputeResponses(NewEnvelope(NetworkBattleUri.TurnEnd));
// Both calls produce the same three-frame burst.
Assert.That(first.Select(r => r.Envelope.Uri),
Is.EqualTo(new[] { NetworkBattleUri.TurnStart, NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge }));
Assert.That(second.Select(r => r.Envelope.Uri),
Is.EqualTo(new[] { NetworkBattleUri.TurnStart, NetworkBattleUri.TurnEnd, NetworkBattleUri.Judge }));
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AfterReady));
}
[Test]
public void Retire_PushesBattleFinishNoContest_TransitionsToTerminal()
{
var s = NewSession();
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Retire));
var (env, noStock) = responses.Single();
Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(noStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Kill_PushesBattleFinishNoContest_TransitionsToTerminal()
{
var s = NewSession();
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Kill));
var (env, noStock) = responses.Single();
Assert.That(env.Uri, Is.EqualTo(NetworkBattleUri.BattleFinish));
Assert.That(noStock, Is.True);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.Terminal));
}
[Test]
public void Swap_ArrivingBeforeLoaded_ProducesNoResponseAndDoesNotAdvancePhase()
{
var s = NewSession();
// Skip Loaded — fire Swap straight out of AwaitingInitNetwork.
var responses = s.ComputeResponses(NewEnvelope(NetworkBattleUri.Swap));
Assert.That(responses, Is.Empty);
Assert.That(s.Phase, Is.EqualTo(BattleSessionPhase.AwaitingInitNetwork));
}
}