feat(emulated-entrypoint): InProcessPairUp service for TK2 PvP matching

Tiny per-mode FCFS slot. First poller parks; second pairs and triggers
bridge.RegisterBattle(p1, p2, Pvp). Match cached for first poller's
next poll (consume-on-read). No MMR, no cross-mode, no timeouts --
the proper queue API is a separate spec; this is the smallest thing
that lets TK2 PvP work end-to-end.
This commit is contained in:
gamer147
2026-06-01 22:06:49 -04:00
parent 0bb19320df
commit 28b1d7531a
4 changed files with 156 additions and 0 deletions

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using SVSim.BattleNode.Bridge;
namespace SVSim.EmulatedEntrypoint.Matching;
/// <summary>
/// Minimal in-process matching queue stand-in. The proper queue API is a separate
/// spec; this is enough to actually pair two viewers polling /do_matching on the
/// same mode.
/// </summary>
public interface IMatchingPairUpService
{
/// <summary>
/// Try to pair the calling viewer with an already-waiting partner.
/// Returns the resolved <see cref="PendingMatch"/> when a partner was found
/// (either this call paired with a waiter, or a previous pairing's result is
/// still cached for this viewer). Returns null if this viewer is the first
/// arriver and should be parked (caller returns 3001 RETRY).
/// </summary>
Task<PendingMatch?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct);
}

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using System.Collections.Concurrent;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
namespace SVSim.EmulatedEntrypoint.Matching;
/// <summary>
/// In-process FCFS pair-up: one waiting slot per mode, plus a per-viewer cache of
/// resolved matches for the first arriver's next poll (consume-on-read).
/// </summary>
public sealed class InProcessPairUp : IMatchingPairUpService
{
private readonly IMatchingBridge _bridge;
private readonly ConcurrentDictionary<string, ModeSlot> _slots = new();
public InProcessPairUp(IMatchingBridge bridge)
{
_bridge = bridge;
}
public Task<PendingMatch?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
{
var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
lock (slot.Lock)
{
// 1. Already-resolved match cached for this viewer? Consume + return.
if (slot.Resolved.TryGetValue(player.ViewerId, out var cached))
{
slot.Resolved.Remove(player.ViewerId);
return Task.FromResult<PendingMatch?>(cached);
}
// 2. Someone already waiting in this slot? Pair with them.
if (slot.Waiting is not null)
{
if (slot.Waiting.ViewerId == player.ViewerId)
{
// Same viewer polled twice while parked — keep them parked.
return Task.FromResult<PendingMatch?>(null);
}
var p1 = slot.Waiting;
var p2 = player;
slot.Waiting = null;
var match = _bridge.RegisterBattle(p1, p2, BattleType.Pvp);
// Cache the result for the FIRST arriver's next poll (consume-on-read).
slot.Resolved[p1.ViewerId] = match;
return Task.FromResult<PendingMatch?>(match);
}
// 3. Empty slot — park this caller.
slot.Waiting = player;
return Task.FromResult<PendingMatch?>(null);
}
}
private sealed class ModeSlot
{
public BattlePlayer? Waiting { get; set; }
public Dictionary<long, PendingMatch> Resolved { get; } = new();
public object Lock { get; } = new();
}
}