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10 changes: 10 additions & 0 deletions tests/OpenClaw.Connection.Tests/ConnectionStateMachineTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -368,6 +368,16 @@ public void Reset_ReturnsToIdle()
[InlineData(RoleConnectionState.Connected, RoleConnectionState.Connecting, true, OverallConnectionState.Connecting)]
[InlineData(RoleConnectionState.Connected, RoleConnectionState.Idle, false, OverallConnectionState.Ready)]
[InlineData(RoleConnectionState.Idle, RoleConnectionState.Idle, true, OverallConnectionState.Idle)]
// Node errors are suppressed when node mode is disabled β†’ Ready (not Degraded).
[InlineData(RoleConnectionState.Connected, RoleConnectionState.Error, false, OverallConnectionState.Ready)]
[InlineData(RoleConnectionState.Connected, RoleConnectionState.PairingRejected, false, OverallConnectionState.Ready)]
[InlineData(RoleConnectionState.Connected, RoleConnectionState.RateLimited, false, OverallConnectionState.Ready)]
// Node connecting is ignored when node mode is disabled β†’ Ready (not Connecting).
[InlineData(RoleConnectionState.Connected, RoleConnectionState.Connecting, false, OverallConnectionState.Ready)]
// Operator connected, node idle, node enabled β†’ operator-only connected (fallthrough).
[InlineData(RoleConnectionState.Connected, RoleConnectionState.Idle, true, OverallConnectionState.Connected)]
// Node PairingRequired is reported regardless of nodeEnabled.
[InlineData(RoleConnectionState.Connected, RoleConnectionState.PairingRequired, false, OverallConnectionState.PairingRequired)]
public void DeriveOverall_ReturnsCorrectState(
RoleConnectionState op, RoleConnectionState node, bool nodeEnabled, OverallConnectionState expected)
{
Expand Down