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:
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SVSim.EmulatedEntrypoint/Matching/IMatchingPairUpService.cs
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SVSim.EmulatedEntrypoint/Matching/IMatchingPairUpService.cs
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using SVSim.BattleNode.Bridge;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// Minimal in-process matching queue stand-in. The proper queue API is a separate
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/// spec; this is enough to actually pair two viewers polling /do_matching on the
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/// same mode.
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/// </summary>
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public interface IMatchingPairUpService
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{
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/// <summary>
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/// Try to pair the calling viewer with an already-waiting partner.
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/// Returns the resolved <see cref="PendingMatch"/> when a partner was found
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/// (either this call paired with a waiter, or a previous pairing's result is
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/// still cached for this viewer). Returns null if this viewer is the first
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/// arriver and should be parked (caller returns 3001 RETRY).
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/// </summary>
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Task<PendingMatch?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct);
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}
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62
SVSim.EmulatedEntrypoint/Matching/InProcessPairUp.cs
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SVSim.EmulatedEntrypoint/Matching/InProcessPairUp.cs
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using System.Collections.Concurrent;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// In-process FCFS pair-up: one waiting slot per mode, plus a per-viewer cache of
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/// resolved matches for the first arriver's next poll (consume-on-read).
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/// </summary>
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public sealed class InProcessPairUp : IMatchingPairUpService
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{
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private readonly IMatchingBridge _bridge;
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private readonly ConcurrentDictionary<string, ModeSlot> _slots = new();
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public InProcessPairUp(IMatchingBridge bridge)
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{
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_bridge = bridge;
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}
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public Task<PendingMatch?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
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{
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var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
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lock (slot.Lock)
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{
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// 1. Already-resolved match cached for this viewer? Consume + return.
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if (slot.Resolved.TryGetValue(player.ViewerId, out var cached))
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{
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slot.Resolved.Remove(player.ViewerId);
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return Task.FromResult<PendingMatch?>(cached);
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}
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// 2. Someone already waiting in this slot? Pair with them.
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if (slot.Waiting is not null)
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{
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if (slot.Waiting.ViewerId == player.ViewerId)
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{
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// Same viewer polled twice while parked — keep them parked.
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return Task.FromResult<PendingMatch?>(null);
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}
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var p1 = slot.Waiting;
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var p2 = player;
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slot.Waiting = null;
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var match = _bridge.RegisterBattle(p1, p2, BattleType.Pvp);
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// Cache the result for the FIRST arriver's next poll (consume-on-read).
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slot.Resolved[p1.ViewerId] = match;
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return Task.FromResult<PendingMatch?>(match);
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}
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// 3. Empty slot — park this caller.
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slot.Waiting = player;
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return Task.FromResult<PendingMatch?>(null);
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}
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}
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private sealed class ModeSlot
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{
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public BattlePlayer? Waiting { get; set; }
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public Dictionary<long, PendingMatch> Resolved { get; } = new();
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public object Lock { get; } = new();
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}
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}
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@@ -13,6 +13,7 @@ using SVSim.Database.Repositories.Viewer;
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using SVSim.Database.Services;
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using SVSim.Database.Services;
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using SVSim.EmulatedEntrypoint.Configuration;
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using SVSim.EmulatedEntrypoint.Configuration;
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using SVSim.EmulatedEntrypoint.Extensions;
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using SVSim.EmulatedEntrypoint.Extensions;
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using SVSim.EmulatedEntrypoint.Matching;
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using SVSim.EmulatedEntrypoint.Middlewares;
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using SVSim.EmulatedEntrypoint.Middlewares;
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using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
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using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
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using SVSim.EmulatedEntrypoint.Services;
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using SVSim.EmulatedEntrypoint.Services;
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@@ -124,6 +125,10 @@ public class Program
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// BestHTTP's SocketManager parses this as the Socket.IO v2 endpoint URL.
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// BestHTTP's SocketManager parses this as the Socket.IO v2 endpoint URL.
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opt.NodeServerUrl = "localhost:5148/socket.io/";
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opt.NodeServerUrl = "localhost:5148/socket.io/";
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});
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});
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// In-process FCFS pair-up for TK2 PvP /do_matching. Singleton: per-mode state is
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// process-wide. Proper queue API is a separate spec; this is enough to actually
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// pair two viewers polling the same mode end-to-end.
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builder.Services.AddSingleton<IMatchingPairUpService, InProcessPairUp>();
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builder.Services.AddTransient<ShadowverseTranslationMiddleware>();
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builder.Services.AddTransient<ShadowverseTranslationMiddleware>();
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builder.Services.AddTransient<SessionidMappingMiddleware>();
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builder.Services.AddTransient<SessionidMappingMiddleware>();
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69
SVSim.UnitTests/Matching/InProcessPairUpTests.cs
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69
SVSim.UnitTests/Matching/InProcessPairUpTests.cs
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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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[TestFixture]
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public class InProcessPairUpTests
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{
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[Test]
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public async Task TryPairAsync_on_empty_slot_returns_null_and_parks()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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var match = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
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Assert.That(match, Is.Null);
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}
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[Test]
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public async Task TryPairAsync_with_waiting_partner_pairs_and_returns_match()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
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var match = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None);
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Assert.That(match, Is.Not.Null);
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Assert.That(match!.BattleId, Is.Not.Empty);
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}
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[Test]
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public async Task First_arrivers_next_poll_returns_cached_match_then_evicts()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // park
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var secondPaired = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None); // pair
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var firstCached = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // consume
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var firstAgain = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // post-consume
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Assert.That(firstCached, Is.Not.Null);
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Assert.That(firstCached!.BattleId, Is.EqualTo(secondPaired!.BattleId));
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Assert.That(firstAgain, Is.Null, "Consumed entry must be evicted; next call re-parks.");
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}
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[Test]
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public async Task Different_modes_do_not_pair_across_slots()
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{
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var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
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var svc = new InProcessPairUp(bridge);
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await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
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var rankMatch = await svc.TryPairAsync("rank_rotation", new BattlePlayer(2, Ctx()), CancellationToken.None);
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Assert.That(rankMatch, Is.Null, "Different mode shouldn't pair with tk2's waiting viewer.");
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}
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private static MatchContext Ctx() => new(
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SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
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ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
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CountryCode: "KOR", UserName: "Player", SleeveId: "3000011",
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EmblemId: "701441011", DegreeId: "300003", FieldId: 43, IsOfficial: 0,
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BattleType: 11);
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}
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