refactor(battle-node): drop old BattleSession; rename V2 -> BattleSession
Old single-WS BattleSession + its dispatch/pump/ClipAckArg tests are obsolete after the Task 9 handler cutover. ClipAckArg overflow + boundary coverage moved into RealParticipantTests. BattleSessionV2 renamed back to BattleSession; the V2 suffix was a placeholder during the parallel -build refactor.
This commit is contained in:
@@ -118,8 +118,8 @@ public sealed class BattleNodeWebSocketHandler
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var realParticipant = new RealParticipant(ws, viewerId, pending.P1.Context,
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_loggerFactory.CreateLogger<RealParticipant>());
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var scriptedBot = new ScriptedBotParticipant();
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var session = new BattleSessionV2(battleId, pending.Type, realParticipant, scriptedBot,
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_loggerFactory.CreateLogger<BattleSessionV2>());
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var session = new BattleSession(battleId, pending.Type, realParticipant, scriptedBot,
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_loggerFactory.CreateLogger<BattleSession>());
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await session.RunAsync(ctx.RequestAborted);
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}
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@@ -1,290 +1,170 @@
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using System.Net.WebSockets;
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using System.Security.Cryptography;
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using System.Text;
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using Microsoft.Extensions.Logging;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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using SVSim.BattleNode.Reliability;
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using SVSim.BattleNode.Wire;
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namespace SVSim.BattleNode.Sessions;
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/// <summary>
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/// One per connected client. Owns the WebSocket + reliability ledgers + lifecycle phase.
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/// v2 broker session. Holds two participants and brokers between them. Subscribes
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/// to each participant's <see cref="IBattleParticipant.FrameEmitted"/>; on each frame,
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/// runs <see cref="ComputeFrames"/> to determine the routing (target + frame + noStock
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/// flag) and dispatches via <see cref="IBattleParticipant.PushAsync"/>.
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/// </summary>
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/// <remarks>
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/// Phase 1 wires this for <see cref="BattleType.Scripted"/> only — the dispatch logic
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/// preserves v1.2 behaviour. Phase 2 wires Pvp (broadcast Matched/BattleStart per-perspective,
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/// forward gameplay frames between participants). Phase 3 wires Bot (ack-only).
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/// </remarks>
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public sealed class BattleSession
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{
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private readonly WebSocket _ws;
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private readonly ILogger<BattleSession> _log;
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/// <summary>
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/// Cancellation token for the session lifetime, captured from <see cref="RunAsync"/>'s
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/// parameter. Read by all send helpers so host shutdown promptly terminates pending
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/// writes (was <c>CancellationToken.None</c> on every send pre-this-slice).
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/// </summary>
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/// <remarks>
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/// Defaults to <see cref="CancellationToken.None"/> when <see cref="RunAsync"/> hasn't
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/// run — e.g. unit tests that drive <see cref="ComputeResponses"/> directly without
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/// going through the WS pump. None of those tests exercise send code, so the default
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/// is safe.
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/// </remarks>
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private CancellationToken _sessionCt;
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public string BattleId { get; }
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public long ViewerId { get; }
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public BattleType Type { get; }
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public IBattleParticipant A { get; }
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public IBattleParticipant B { get; }
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public BattleSessionPhase Phase { get; private set; } = BattleSessionPhase.AwaitingInitNetwork;
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public InboundTracker Inbound { get; } = new();
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public OutboundSequencer Outbound { get; } = new();
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/// <summary>
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/// Player-side snapshot captured at do_matching time. ScriptedLifecycle reads the player
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/// half of Matched/BattleStart frames from here; opponent half stays in ScriptedProfiles.
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/// </summary>
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internal MatchContext Context { get; }
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public BattleSession(WebSocket ws, string battleId, long viewerId, MatchContext context, ILogger<BattleSession> log)
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public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
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ILogger<BattleSession> log)
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{
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_ws = ws;
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_log = log;
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BattleId = battleId;
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ViewerId = viewerId;
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Context = context;
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Type = type;
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A = a;
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B = b;
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_log = log;
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// Subscribe to both participants' emissions.
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A.FrameEmitted += OnFrameFromA;
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B.FrameEmitted += OnFrameFromB;
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}
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/// <summary>
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/// Send the EIO3 open handshake then run the read loop until the WS closes.
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/// </summary>
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public async Task RunAsync(CancellationToken cancellation)
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{
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_sessionCt = cancellation;
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await SendEioOpenAsync(cancellation);
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// Run both participants' inbound loops in parallel and wait for them all to
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// complete. NoOp/Scripted bots return immediately; Real returns when the WS
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// closes. Using WhenAny here would have killed the session as soon as the
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// scripted bot's no-op RunAsync resolved. Phase 2's Pvp/Bot cases will need
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// disconnect propagation; that's wired in their own task.
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var aTask = A.RunAsync(cancellation);
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var bTask = B.RunAsync(cancellation);
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try { await Task.WhenAll(aTask, bTask); } catch { /* swallow cancellation */ }
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var buffer = new byte[8192];
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var pendingAttachments = new List<byte[]>();
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SocketIoFrame? pendingFrame = null;
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while (_ws.State == WebSocketState.Open && !cancellation.IsCancellationRequested)
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{
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var msg = await ReadCompleteMessageAsync(buffer, cancellation);
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if (msg is null) break;
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if (msg.Value.IsText)
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{
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var text = Encoding.UTF8.GetString(msg.Value.Bytes);
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if (text.Length == 0) continue;
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var eio = EngineIoFrame.Parse(text);
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if (eio.Type == EngineIoPacketType.Ping)
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{
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await SendTextAsync("3", cancellation); // EIO3 pong
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continue;
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}
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if (eio.Type != EngineIoPacketType.Message) continue;
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// SIO inside the message payload.
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var sio = SocketIoFrame.Parse(eio.Payload);
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if (sio.AttachmentCount > 0)
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{
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pendingFrame = sio;
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pendingAttachments.Clear();
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continue;
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}
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await DispatchSocketIo(sio);
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}
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else
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{
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// Binary frame — an attachment for a pending binary event.
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// Engine.IO v3 prefixes binary WS frames with the packet-type byte
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// (0x04 = Message), analogous to the leading digit on text frames.
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// Strip it before treating the rest as the Socket.IO attachment payload.
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var bin = msg.Value.Bytes;
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if (bin.Length > 0 && bin[0] == (byte)EngineIoPacketType.Message)
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{
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bin = bin.AsSpan(1).ToArray();
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}
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pendingAttachments.Add(bin);
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if (pendingFrame is not null && pendingAttachments.Count == pendingFrame.AttachmentCount)
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{
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var assembled = pendingFrame.WithAttachments(pendingAttachments.ToArray());
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pendingFrame = null;
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await DispatchSocketIo(assembled);
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}
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}
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}
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await Task.WhenAll(
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A.TerminateAsync(BattleFinishReason.NormalFinish),
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B.TerminateAsync(BattleFinishReason.NormalFinish));
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}
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private async Task DispatchSocketIo(SocketIoFrame frame)
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{
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if (frame.Type is SocketIoPacketType.Event or SocketIoPacketType.BinaryEvent)
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{
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switch (frame.EventName)
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{
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case WireConstants.MsgEvent when frame.BinaryAttachments.Count == 1:
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await HandleMsgEventAsync(frame);
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return;
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case WireConstants.AliveEvent when frame.BinaryAttachments.Count == 1:
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await HandleAliveEventAsync(frame);
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return;
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}
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}
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// hand / unknown events: log and drop.
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_log.LogDebug("BattleSession {Bid}: dropping SIO event={Event}", BattleId, frame.EventName);
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}
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private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct);
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private Task OnFrameFromB(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(B, env, ct);
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private async Task HandleMsgEventAsync(SocketIoFrame frame)
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private async Task HandleFrameAsync(IBattleParticipant from, MsgEnvelope env, CancellationToken ct)
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{
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try
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{
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MsgEnvelope env;
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try { env = MsgPayloadCodec.Decode(frame.BinaryAttachments[0]); }
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catch (Exception ex)
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var routes = ComputeFrames(from, env);
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foreach (var (target, frame, noStock) in routes)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: failed to decode msg envelope", BattleId);
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return;
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}
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// Ack tracking + dedupe.
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bool shouldDispatch = true;
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if (env.PubSeq.HasValue)
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{
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shouldDispatch = Inbound.Observe(env.PubSeq.Value);
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if (frame.AckId.HasValue)
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{
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await SendSioAckAsync(frame.AckId.Value, env.PubSeq.Value);
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}
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}
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if (!shouldDispatch) return;
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// Run the pure-logic decision and drive sends.
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var responses = ComputeResponses(env);
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foreach (var (responseEnv, noStock) in responses)
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{
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if (noStock)
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await PushNoStockAsync(responseEnv);
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else
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await PushOrderedAsync(responseEnv);
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await target.PushAsync(frame, noStock, ct);
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}
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}
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catch (Exception ex)
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{
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_log.LogError(ex, "BattleSession {Bid}: unhandled exception in HandleMsgEventAsync", BattleId);
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}
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}
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private async Task HandleAliveEventAsync(SocketIoFrame frame)
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{
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try
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{
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// Client emits Gungnir every 5s with an SIO ack callback expecting just liveness confirmation
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// (payload ignored). We ack immediately, then push our own alive back with scs/ocs ONLINE
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// placeholders — the only response the client uses to drive its scs/ocs state machine.
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if (frame.AckId.HasValue)
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{
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await SendSioAckAsync(frame.AckId.Value, 0);
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}
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var aliveEnv = new MsgEnvelope(
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Uri: NetworkBattleUri.Gungnir,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.General,
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PubSeq: null,
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PlaySeq: null,
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Body: new AlivePushBody(Scs: WireConstants.OnlineStatus, Ocs: WireConstants.OnlineStatus));
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await PushNoStockAsync(aliveEnv, eventName: WireConstants.AliveEvent);
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}
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catch (Exception ex)
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{
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_log.LogError(ex, "BattleSession {Bid}: unhandled exception in HandleAliveEventAsync", BattleId);
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_log.LogError(ex, "BattleSession {Bid}: unhandled in HandleFrameAsync", BattleId);
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}
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}
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/// <summary>
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/// Pure-logic lifecycle state machine: given an inbound <see cref="MsgEnvelope"/> and the
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/// current <see cref="Phase"/>, return the envelopes the session should push back AND
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/// transition <see cref="Phase"/>. Extracted as an internal method so unit tests can drive
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/// the state machine without standing up a real WebSocket.
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/// Pure-logic dispatch: given an inbound frame from one participant, return the list
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/// of (target, frame, noStock) tuples the session should dispatch. Transitions
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/// <see cref="Phase"/>. Extracted so unit tests can drive the dispatch without
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/// standing up real participants.
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/// </summary>
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/// <returns>
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/// Ordered list of (envelope, no-stock) tuples. <c>NoStock = true</c> means the push is a
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/// control frame (ack / BattleFinish) and bypasses <see cref="OutboundSequencer"/>'s
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/// playSeq assignment + Resume archive. <c>NoStock = false</c> means the push is part of
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/// the ordered stream and gets a fresh playSeq.
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/// </returns>
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internal IReadOnlyList<(MsgEnvelope Envelope, bool NoStock)> ComputeResponses(MsgEnvelope env)
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internal IReadOnlyList<(IBattleParticipant Target, MsgEnvelope Frame, bool NoStock)> ComputeFrames(
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IBattleParticipant from, MsgEnvelope env)
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{
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var result = new List<(MsgEnvelope Envelope, bool NoStock)>();
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var result = new List<(IBattleParticipant, MsgEnvelope, bool)>();
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var other = ReferenceEquals(from, A) ? B : A;
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// The dispatch table only covers the Scripted-mode behaviour Phase 1 needs;
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// Phase 2 (Pvp) and Phase 3 (Bot) add the other-type branches.
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switch (env.Uri)
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{
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// The real handshake sequence (MatchingNetworkConnectChecker + Matching.cs):
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// 1. WS opens.
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// 2. Client emits InitNetwork (cat=general).
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// 3. Server replies with InitNetwork ack → _initNetworkSuccess = true.
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// 4. MatchingInitBattle() runs: status=Connect, emits InitBattle, THEN subscribes
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// the OnReceivedEvent matching handler.
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// 5. Server replies with Matched → handler is subscribed, status=Connect →
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// transitions to StartLoad and StartBattleLoad() loads decks/scene.
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// 6. Asset load completes → client emits Loaded.
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// 7. Server replies with BattleStart + Deal → status=Prepared, GotoBattle().
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// Pushing Matched in response to InitNetwork (instead of InitBattle) drops it
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// before the handler is subscribed; the state machine never advances.
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case NetworkBattleUri.InitNetwork when Phase == BattleSessionPhase.AwaitingInitNetwork:
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result.Add((BuildAckedEnvelope(NetworkBattleUri.InitNetwork), NoStock: true));
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result.Add((from, BuildAck(NetworkBattleUri.InitNetwork), true));
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Phase = BattleSessionPhase.AwaitingInitBattle;
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break;
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case NetworkBattleUri.InitBattle when Phase == BattleSessionPhase.AwaitingInitBattle:
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result.Add((ScriptedLifecycle.BuildMatched(Context, ViewerId, ScriptedLifecycle.FakeOpponentViewerId, BattleId), NoStock: false));
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// Phase 1: push Matched only to the "real" participant. The session reads
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// selfInfo from from.Context; opponent half currently comes from
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// ScriptedProfiles inside ScriptedLifecycle.BuildMatched (Phase 2 generalises
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// to use other.Context for per-perspective Matched).
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result.Add((from, ScriptedLifecycle.BuildMatched(from.Context, from.ViewerId, other.ViewerId, BattleId), false));
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Phase = BattleSessionPhase.AwaitingLoaded;
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break;
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case NetworkBattleUri.Loaded when Phase == BattleSessionPhase.AwaitingLoaded:
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result.Add((ScriptedLifecycle.BuildBattleStart(Context, ViewerId), NoStock: false));
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result.Add((ScriptedLifecycle.BuildDeal(), NoStock: false));
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result.Add((from, ScriptedLifecycle.BuildBattleStart(from.Context, from.ViewerId), false));
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result.Add((from, ScriptedLifecycle.BuildDeal(), false));
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Phase = BattleSessionPhase.AwaitingSwap;
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break;
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case NetworkBattleUri.Swap when Phase == BattleSessionPhase.AwaitingSwap:
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{
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// Compute the actual post-mulligan hand: any idx in idxList that's in the initial
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// 3-card hand gets replaced with a fresh deck idx. Both Swap response AND Ready
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// need the SAME hand — the client diffs them to compute "drawn cards" and errors
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// out with "Card swap failed: AbandonCards[...]/DrawCards[]" if they don't agree.
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var hand = ScriptedLifecycle.ComputeHandAfterSwap(ExtractIdxList(env));
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result.Add((ScriptedLifecycle.BuildSwapResponse(hand), NoStock: false));
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result.Add((ScriptedLifecycle.BuildReady(hand), NoStock: false));
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result.Add((from, ScriptedLifecycle.BuildSwapResponse(hand), false));
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result.Add((from, ScriptedLifecycle.BuildReady(hand), false));
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Phase = BattleSessionPhase.AfterReady;
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break;
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}
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case NetworkBattleUri.TurnEnd when Phase == BattleSessionPhase.AfterReady:
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case NetworkBattleUri.TurnEndFinal when Phase == BattleSessionPhase.AfterReady:
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// Scripted opponent: opens its turn, ends it, then pushes Judge so the
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// client's JudgeOperation -> ControlTurnStartPlayer fires and the player's
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// next turn begins. Three-frame burst — see
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// docs/superpowers/plans/2026-06-01-battle-node-opponent-turn-judge.md.
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// OpponentTurn is set then cleared within the same call to document intent;
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// the only externally-observable phase after the call is AfterReady, ready for
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// the next player TurnEnd to fire the cycle again.
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Phase = BattleSessionPhase.OpponentTurn;
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result.Add((ScriptedLifecycle.BuildOpponentTurnStart(), NoStock: false));
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result.Add((ScriptedLifecycle.BuildOpponentTurnEnd(), NoStock: false));
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result.Add((ScriptedLifecycle.BuildOpponentJudge(), NoStock: false));
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Phase = BattleSessionPhase.AfterReady;
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// Phase 1: forward the player's TurnEnd to the scripted bot. The bot's
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// PushAsync fires its three-frame burst via FrameEmitted; each emitted
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// frame loops back through HandleFrameAsync → ComputeFrames → routes to
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// the real participant. Net wire effect: same three pushes as v1.2.
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result.Add((other, env, false));
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break;
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case NetworkBattleUri.Retire:
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case NetworkBattleUri.Kill:
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// These always terminate, regardless of phase.
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result.Add((BuildBattleFinishNoContest(), NoStock: true));
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result.Add((from, BuildBattleFinishNoContest(), true));
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Phase = BattleSessionPhase.Terminal;
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break;
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// Frames emitted by the scripted bot (TurnStart / TurnEnd / Judge) — forward
|
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// to the real participant. These match the v1.2 burst's three outbound pushes.
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case NetworkBattleUri.TurnStart when ReferenceEquals(from, B) || ReferenceEquals(from, A):
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case NetworkBattleUri.Judge when ReferenceEquals(from, B) || ReferenceEquals(from, A):
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// Generic forwarder for scripted-bot emissions. The Scripted bot's TurnStart
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// and Judge are intended for the real participant; TurnEnd handled above.
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if (!IsRealForwardableFromScripted(from, env)) goto default;
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result.Add((other, env, false));
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break;
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default:
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// Out-of-order or unknown URI: log and drop (no response).
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_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in phase={Phase}", BattleId, env.Uri, Phase);
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_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in phase={Phase} from vid={Vid}",
|
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BattleId, env.Uri, Phase, from.ViewerId);
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break;
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}
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|
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return result;
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}
|
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|
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private MsgEnvelope BuildAckedEnvelope(NetworkBattleUri uri) => new(
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// Phase 1: the only "scripted-bot" emissions we need to forward are the three burst
|
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// frames (TurnStart, TurnEnd, Judge) — and TurnEnd is already handled in the switch
|
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// above as a forwardable bot emission. This helper exists so the TurnStart/Judge cases
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// above only fire when the source is actually a participant (not malformed inbound).
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private static bool IsRealForwardableFromScripted(IBattleParticipant from, MsgEnvelope env)
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{
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// The bot's emitted frames carry ViewerId == FakeOpponentViewerId.
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return from.ViewerId == ScriptedLifecycle.FakeOpponentViewerId;
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}
|
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|
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private MsgEnvelope BuildAck(NetworkBattleUri uri) => new(
|
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uri,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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||||
Uuid: WireConstants.ServerUuid,
|
||||
@@ -308,10 +188,6 @@ public sealed class BattleSession
|
||||
|
||||
private static IReadOnlyList<long> ExtractIdxList(MsgEnvelope env)
|
||||
{
|
||||
// Defensive: accept any IEnumerable carrying any numeric boxing (long/int/double/decimal/
|
||||
// string). MsgEnvelope.FromJson should box small ints as long, but a parser quirk
|
||||
// anywhere upstream could yield a different boxed type and OfType<long> would silently
|
||||
// drop the entries — that broke the v1 mulligan during smoke.
|
||||
if (env.Body is not RawBody rawBody) return Array.Empty<long>();
|
||||
if (rawBody.Entries.TryGetValue("idxList", out var raw) && raw is System.Collections.IEnumerable seq && raw is not string)
|
||||
{
|
||||
@@ -331,95 +207,4 @@ public sealed class BattleSession
|
||||
}
|
||||
return Array.Empty<long>();
|
||||
}
|
||||
|
||||
private Task PushOrderedAsync(MsgEnvelope env, string eventName = WireConstants.SynchronizeEvent) =>
|
||||
EncodeAndSendAsync(Outbound.AssignAndArchive(env), eventName);
|
||||
|
||||
private Task PushNoStockAsync(MsgEnvelope env, string eventName = WireConstants.SynchronizeEvent) =>
|
||||
EncodeAndSendAsync(Outbound.WrapNoStock(env), eventName);
|
||||
|
||||
private async Task EncodeAndSendAsync(MsgEnvelope env, string eventName)
|
||||
{
|
||||
var key = NodeCrypto.GenerateKey(() => RandomNumberGenerator.GetInt32(0, 16));
|
||||
var bytes = MsgPayloadCodec.Encode(env, key);
|
||||
var sio = SocketIoFrame.BinaryEventWithAttachments(eventName, new[] { bytes });
|
||||
var (text, bins) = sio.Encode();
|
||||
var eioText = $"{(int)EngineIoPacketType.Message}{text}";
|
||||
await SendTextAsync(eioText, _sessionCt);
|
||||
foreach (var bin in bins)
|
||||
{
|
||||
// Engine.IO v3 binary frames are prefixed with the packet-type byte
|
||||
// (0x04 = Message), the binary analog of the leading digit on text frames.
|
||||
var prefixed = new byte[bin.Length + 1];
|
||||
prefixed[0] = (byte)EngineIoPacketType.Message;
|
||||
Buffer.BlockCopy(bin, 0, prefixed, 1, bin.Length);
|
||||
await _ws.SendAsync(prefixed, WebSocketMessageType.Binary, endOfMessage: true, _sessionCt);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clip a long ack arg into the int range Socket.IO v2's typed AckResponse API accepts.
|
||||
/// Logs a warning on clip; the implausibly-large pubSeq case is observationally
|
||||
/// indistinguishable at the client (BestHTTP.SocketIO discards the echoed value), so
|
||||
/// clipping is safer than the prior <c>checked((int)arg)</c> that threw and killed the
|
||||
/// session on overflow.
|
||||
/// </summary>
|
||||
internal static int ClipAckArg(long arg, ILogger log, string battleId)
|
||||
{
|
||||
if (arg > int.MaxValue)
|
||||
{
|
||||
log.LogWarning(
|
||||
"BattleSession {Bid}: pubSeq {Seq} exceeds int.MaxValue; clipping ack arg.",
|
||||
battleId, arg);
|
||||
return int.MaxValue;
|
||||
}
|
||||
if (arg < int.MinValue)
|
||||
{
|
||||
log.LogWarning(
|
||||
"BattleSession {Bid}: pubSeq {Seq} below int.MinValue; clipping ack arg.",
|
||||
battleId, arg);
|
||||
return int.MinValue;
|
||||
}
|
||||
return (int)arg;
|
||||
}
|
||||
|
||||
private async Task SendSioAckAsync(int ackId, long arg)
|
||||
{
|
||||
var ack = SocketIoFrame.AckResponse(ackId, ClipAckArg(arg, _log, BattleId));
|
||||
var (text, _) = ack.Encode();
|
||||
var eioText = $"{(int)EngineIoPacketType.Message}{text}";
|
||||
await SendTextAsync(eioText, _sessionCt);
|
||||
}
|
||||
|
||||
private async Task SendEioOpenAsync(CancellationToken ct)
|
||||
{
|
||||
// SID format is server-internal; the EIO3 spec suggests a 20-char base64-url id,
|
||||
// but BestHTTP's SocketIO client treats it as an opaque string and never validates
|
||||
// shape. Hex-truncated Guid is fine in practice; revisit if we ever care about
|
||||
// matching prod telemetry.
|
||||
var sid = Guid.NewGuid().ToString("N").Substring(0, 16);
|
||||
var handshake = new EngineIoHandshake(sid, Array.Empty<string>(), 25000, 60000).ToJson();
|
||||
await SendTextAsync($"0{handshake}", ct);
|
||||
}
|
||||
|
||||
private Task SendTextAsync(string text, CancellationToken ct)
|
||||
{
|
||||
var bytes = Encoding.UTF8.GetBytes(text);
|
||||
return _ws.SendAsync(bytes, WebSocketMessageType.Text, endOfMessage: true, ct);
|
||||
}
|
||||
|
||||
private async Task<(byte[] Bytes, bool IsText)?> ReadCompleteMessageAsync(byte[] buffer, CancellationToken ct)
|
||||
{
|
||||
using var ms = new MemoryStream();
|
||||
WebSocketReceiveResult result;
|
||||
do
|
||||
{
|
||||
try { result = await _ws.ReceiveAsync(buffer, ct); }
|
||||
catch (OperationCanceledException) { return null; }
|
||||
catch (WebSocketException) { return null; }
|
||||
if (result.MessageType == WebSocketMessageType.Close) return null;
|
||||
ms.Write(buffer, 0, result.Count);
|
||||
} while (!result.EndOfMessage);
|
||||
return (ms.ToArray(), result.MessageType == WebSocketMessageType.Text);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,210 +0,0 @@
|
||||
using Microsoft.Extensions.Logging;
|
||||
using SVSim.BattleNode.Lifecycle;
|
||||
using SVSim.BattleNode.Protocol;
|
||||
using SVSim.BattleNode.Protocol.Bodies;
|
||||
|
||||
namespace SVSim.BattleNode.Sessions;
|
||||
|
||||
/// <summary>
|
||||
/// v2 broker session. Holds two participants and brokers between them. Subscribes
|
||||
/// to each participant's <see cref="IBattleParticipant.FrameEmitted"/>; on each frame,
|
||||
/// runs <see cref="ComputeFrames"/> to determine the routing (target + frame + noStock
|
||||
/// flag) and dispatches via <see cref="IBattleParticipant.PushAsync"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Phase 1 wires this for <see cref="BattleType.Scripted"/> only — the dispatch logic
|
||||
/// preserves v1.2 behaviour. Phase 2 wires Pvp (broadcast Matched/BattleStart per-perspective,
|
||||
/// forward gameplay frames between participants). Phase 3 wires Bot (ack-only).
|
||||
/// </remarks>
|
||||
public sealed class BattleSessionV2
|
||||
{
|
||||
private readonly ILogger<BattleSessionV2> _log;
|
||||
|
||||
public string BattleId { get; }
|
||||
public BattleType Type { get; }
|
||||
public IBattleParticipant A { get; }
|
||||
public IBattleParticipant B { get; }
|
||||
public BattleSessionPhase Phase { get; private set; } = BattleSessionPhase.AwaitingInitNetwork;
|
||||
|
||||
public BattleSessionV2(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
|
||||
ILogger<BattleSessionV2> log)
|
||||
{
|
||||
BattleId = battleId;
|
||||
Type = type;
|
||||
A = a;
|
||||
B = b;
|
||||
_log = log;
|
||||
|
||||
// Subscribe to both participants' emissions.
|
||||
A.FrameEmitted += OnFrameFromA;
|
||||
B.FrameEmitted += OnFrameFromB;
|
||||
}
|
||||
|
||||
public async Task RunAsync(CancellationToken cancellation)
|
||||
{
|
||||
// Run both participants' inbound loops in parallel and wait for them all to
|
||||
// complete. NoOp/Scripted bots return immediately; Real returns when the WS
|
||||
// closes. Using WhenAny here would have killed the session as soon as the
|
||||
// scripted bot's no-op RunAsync resolved. Phase 2's Pvp/Bot cases will need
|
||||
// disconnect propagation; that's wired in their own task.
|
||||
var aTask = A.RunAsync(cancellation);
|
||||
var bTask = B.RunAsync(cancellation);
|
||||
try { await Task.WhenAll(aTask, bTask); } catch { /* swallow cancellation */ }
|
||||
|
||||
await Task.WhenAll(
|
||||
A.TerminateAsync(BattleFinishReason.NormalFinish),
|
||||
B.TerminateAsync(BattleFinishReason.NormalFinish));
|
||||
}
|
||||
|
||||
private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct);
|
||||
private Task OnFrameFromB(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(B, env, ct);
|
||||
|
||||
private async Task HandleFrameAsync(IBattleParticipant from, MsgEnvelope env, CancellationToken ct)
|
||||
{
|
||||
try
|
||||
{
|
||||
var routes = ComputeFrames(from, env);
|
||||
foreach (var (target, frame, noStock) in routes)
|
||||
{
|
||||
await target.PushAsync(frame, noStock, ct);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_log.LogError(ex, "BattleSessionV2 {Bid}: unhandled in HandleFrameAsync", BattleId);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pure-logic dispatch: given an inbound frame from one participant, return the list
|
||||
/// of (target, frame, noStock) tuples the session should dispatch. Transitions
|
||||
/// <see cref="Phase"/>. Extracted so unit tests can drive the dispatch without
|
||||
/// standing up real participants.
|
||||
/// </summary>
|
||||
internal IReadOnlyList<(IBattleParticipant Target, MsgEnvelope Frame, bool NoStock)> ComputeFrames(
|
||||
IBattleParticipant from, MsgEnvelope env)
|
||||
{
|
||||
var result = new List<(IBattleParticipant, MsgEnvelope, bool)>();
|
||||
var other = ReferenceEquals(from, A) ? B : A;
|
||||
|
||||
// The dispatch table only covers the Scripted-mode behaviour Phase 1 needs;
|
||||
// Phase 2 (Pvp) and Phase 3 (Bot) add the other-type branches.
|
||||
switch (env.Uri)
|
||||
{
|
||||
case NetworkBattleUri.InitNetwork when Phase == BattleSessionPhase.AwaitingInitNetwork:
|
||||
result.Add((from, BuildAck(NetworkBattleUri.InitNetwork), true));
|
||||
Phase = BattleSessionPhase.AwaitingInitBattle;
|
||||
break;
|
||||
|
||||
case NetworkBattleUri.InitBattle when Phase == BattleSessionPhase.AwaitingInitBattle:
|
||||
// Phase 1: push Matched only to the "real" participant. The session reads
|
||||
// selfInfo from from.Context; opponent half currently comes from
|
||||
// ScriptedProfiles inside ScriptedLifecycle.BuildMatched (Phase 2 generalises
|
||||
// to use other.Context for per-perspective Matched).
|
||||
result.Add((from, ScriptedLifecycle.BuildMatched(from.Context, from.ViewerId, other.ViewerId, BattleId), false));
|
||||
Phase = BattleSessionPhase.AwaitingLoaded;
|
||||
break;
|
||||
|
||||
case NetworkBattleUri.Loaded when Phase == BattleSessionPhase.AwaitingLoaded:
|
||||
result.Add((from, ScriptedLifecycle.BuildBattleStart(from.Context, from.ViewerId), false));
|
||||
result.Add((from, ScriptedLifecycle.BuildDeal(), false));
|
||||
Phase = BattleSessionPhase.AwaitingSwap;
|
||||
break;
|
||||
|
||||
case NetworkBattleUri.Swap when Phase == BattleSessionPhase.AwaitingSwap:
|
||||
{
|
||||
var hand = ScriptedLifecycle.ComputeHandAfterSwap(ExtractIdxList(env));
|
||||
result.Add((from, ScriptedLifecycle.BuildSwapResponse(hand), false));
|
||||
result.Add((from, ScriptedLifecycle.BuildReady(hand), false));
|
||||
Phase = BattleSessionPhase.AfterReady;
|
||||
break;
|
||||
}
|
||||
|
||||
case NetworkBattleUri.TurnEnd when Phase == BattleSessionPhase.AfterReady:
|
||||
case NetworkBattleUri.TurnEndFinal when Phase == BattleSessionPhase.AfterReady:
|
||||
// Phase 1: forward the player's TurnEnd to the scripted bot. The bot's
|
||||
// PushAsync fires its three-frame burst via FrameEmitted; each emitted
|
||||
// frame loops back through HandleFrameAsync → ComputeFrames → routes to
|
||||
// the real participant. Net wire effect: same three pushes as v1.2.
|
||||
result.Add((other, env, false));
|
||||
break;
|
||||
|
||||
case NetworkBattleUri.Retire:
|
||||
case NetworkBattleUri.Kill:
|
||||
result.Add((from, BuildBattleFinishNoContest(), true));
|
||||
Phase = BattleSessionPhase.Terminal;
|
||||
break;
|
||||
|
||||
// Frames emitted by the scripted bot (TurnStart / TurnEnd / Judge) — forward
|
||||
// to the real participant. These match the v1.2 burst's three outbound pushes.
|
||||
case NetworkBattleUri.TurnStart when ReferenceEquals(from, B) || ReferenceEquals(from, A):
|
||||
case NetworkBattleUri.Judge when ReferenceEquals(from, B) || ReferenceEquals(from, A):
|
||||
// Generic forwarder for scripted-bot emissions. The Scripted bot's TurnStart
|
||||
// and Judge are intended for the real participant; TurnEnd handled above.
|
||||
if (!IsRealForwardableFromScripted(from, env)) goto default;
|
||||
result.Add((other, env, false));
|
||||
break;
|
||||
|
||||
default:
|
||||
_log.LogDebug("BattleSessionV2 {Bid}: dropping uri={Uri} in phase={Phase} from vid={Vid}",
|
||||
BattleId, env.Uri, Phase, from.ViewerId);
|
||||
break;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Phase 1: the only "scripted-bot" emissions we need to forward are the three burst
|
||||
// frames (TurnStart, TurnEnd, Judge) — and TurnEnd is already handled in the switch
|
||||
// above as a forwardable bot emission. This helper exists so the TurnStart/Judge cases
|
||||
// above only fire when the source is actually a participant (not malformed inbound).
|
||||
private static bool IsRealForwardableFromScripted(IBattleParticipant from, MsgEnvelope env)
|
||||
{
|
||||
// The bot's emitted frames carry ViewerId == FakeOpponentViewerId.
|
||||
return from.ViewerId == ScriptedLifecycle.FakeOpponentViewerId;
|
||||
}
|
||||
|
||||
private MsgEnvelope BuildAck(NetworkBattleUri uri) => new(
|
||||
uri,
|
||||
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
|
||||
Uuid: WireConstants.ServerUuid,
|
||||
Bid: null,
|
||||
Try: 0,
|
||||
Cat: EmitCategory.General,
|
||||
PubSeq: null,
|
||||
PlaySeq: null,
|
||||
Body: new ResultCodeOnlyBody());
|
||||
|
||||
private MsgEnvelope BuildBattleFinishNoContest() => new(
|
||||
NetworkBattleUri.BattleFinish,
|
||||
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
|
||||
Uuid: WireConstants.ServerUuid,
|
||||
Bid: null,
|
||||
Try: 0,
|
||||
Cat: EmitCategory.Battle,
|
||||
PubSeq: null,
|
||||
PlaySeq: null,
|
||||
Body: new BattleFinishBody(Result: BattleResult.Win));
|
||||
|
||||
private static IReadOnlyList<long> ExtractIdxList(MsgEnvelope env)
|
||||
{
|
||||
if (env.Body is not RawBody rawBody) return Array.Empty<long>();
|
||||
if (rawBody.Entries.TryGetValue("idxList", out var raw) && raw is System.Collections.IEnumerable seq && raw is not string)
|
||||
{
|
||||
var result = new List<long>();
|
||||
foreach (var item in seq)
|
||||
{
|
||||
switch (item)
|
||||
{
|
||||
case long l: result.Add(l); break;
|
||||
case int i: result.Add(i); break;
|
||||
case double d: result.Add((long)d); break;
|
||||
case decimal m: result.Add((long)m); break;
|
||||
case string s when long.TryParse(s, out var p): result.Add(p); break;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
return Array.Empty<long>();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user