refactor(battle-node): cut handler over to BattleSessionV2 + participants
Production WS path now constructs RealParticipant + ScriptedBotParticipant and hands them to BattleSessionV2 instead of the old single-WS BattleSession. Wire behaviour preserved end-to-end (BattleNodeFlowTests still pass). Also fixes a RunAsync bug uncovered by the cutover: WhenAny would terminate the session as soon as the scripted bot's no-op RunAsync resolved, killing the live WS read loop before any traffic arrived. Phase 1 semantics are simpler — wait for ALL participants. Phase 2's Pvp disconnect propagation will revisit this.
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@@ -1,6 +1,7 @@
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using Microsoft.AspNetCore.Http;
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using Microsoft.Extensions.Logging;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Participants;
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using SVSim.BattleNode.Wire;
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namespace SVSim.BattleNode.Hosting;
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@@ -104,9 +105,21 @@ public sealed class BattleNodeWebSocketHandler
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var ws = await ctx.WebSockets.AcceptWebSocketAsync();
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_store.RemovePending(battleId);
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// Phase 1: handler still constructs the old single-WS BattleSession.
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// Task 9 switches to BattleSessionV2 + RealParticipant + ScriptedBotParticipant.
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var session = new BattleSession(ws, battleId, viewerId, pending.P1.Context, _loggerFactory.CreateLogger<BattleSession>());
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// Phase 1: only Scripted is wired; Pvp + Bot land in subsequent phases.
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if (pending.Type != BattleType.Scripted)
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{
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_log.LogWarning(
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"WS upgrade for BattleId={Bid} with unsupported type={Type} (Phase 1 only handles Scripted).",
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battleId, pending.Type);
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return;
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}
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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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await session.RunAsync(ctx.RequestAborted);
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}
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