diff --git a/SVSim.EmulatedEntrypoint/Matching/InProcessPairUp.cs b/SVSim.EmulatedEntrypoint/Matching/InProcessPairUp.cs
index d611ddf..6999bdf 100644
--- a/SVSim.EmulatedEntrypoint/Matching/InProcessPairUp.cs
+++ b/SVSim.EmulatedEntrypoint/Matching/InProcessPairUp.cs
@@ -1,64 +1,129 @@
using System.Collections.Concurrent;
+using Microsoft.Extensions.DependencyInjection;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
+using SVSim.Database.Models.Config;
+using SVSim.Database.Services;
namespace SVSim.EmulatedEntrypoint.Matching;
///
-/// 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).
+/// In-process pair-up service: one slot per mode, FCFS pairing for PvP, plus an
+/// AI-fallback branch for modes whose is
+/// . The proper matching-queue API
+/// is a separate spec; this is the Phase-2 + Phase-3 placeholder.
///
+///
+/// Singleton (process-wide slot state) consuming a scoped
+/// via . The config read is cheap — one DB read per
+/// pair-up call — and avoids caching policy decisions across config edits.
+///
public sealed class InProcessPairUp : IMatchingPairUpService
{
+ ///
+ /// Safety backstop: if a waiter has been parked for more than this and a new
+ /// arriver shows up, treat the slot as empty (the original waiter has
+ /// presumably stopped polling). Well above the AI-fallback threshold so it
+ /// only fires for PvpOnly modes.
+ ///
+ private static readonly TimeSpan StaleWaiterEvictionAge = TimeSpan.FromMinutes(5);
+
private readonly IMatchingBridge _bridge;
+ private readonly ModePolicyRegistry _policies;
+ private readonly IServiceScopeFactory _scopeFactory;
+ private readonly TimeProvider _clock;
private readonly ConcurrentDictionary _slots = new();
- public InProcessPairUp(IMatchingBridge bridge)
+ public InProcessPairUp(
+ IMatchingBridge bridge,
+ ModePolicyRegistry policies,
+ IServiceScopeFactory scopeFactory,
+ TimeProvider clock)
{
_bridge = bridge;
+ _policies = policies;
+ _scopeFactory = scopeFactory;
+ _clock = clock;
}
public Task TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
{
+ var policy = _policies.For(mode);
+ var threshold = TimeSpan.FromSeconds(GetThresholdSeconds());
var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
+
lock (slot.Lock)
{
// 1. Already-resolved match cached for this viewer? Consume + return.
- // This caller is the FIRST arriver picking up their cached pair — owner role.
+ // The caller is the FIRST arriver picking up their cached pair — owner role.
if (slot.Resolved.TryGetValue(player.ViewerId, out var cached))
{
slot.Resolved.Remove(player.ViewerId);
- return Task.FromResult(new PairUpResult(cached, IsOwner: true, IsAiFallback: false));
+ return Task.FromResult(
+ new PairUpResult(cached.Match, IsOwner: true, IsAiFallback: cached.IsAiFallback));
}
- // 2. Someone already waiting in this slot? Pair with them.
- // This caller is the SECOND arriver who triggered the pair — joiner role.
- if (slot.Waiting is not null)
+ // 2. Stale waiter eviction backstop.
+ if (slot.Waiting is not null && slot.WaitingSince is { } since
+ && _clock.GetUtcNow() - since > StaleWaiterEvictionAge)
+ {
+ slot.Waiting = null;
+ slot.WaitingSince = null;
+ }
+
+ // 3. Different viewer already waiting? Pair them.
+ if (slot.Waiting is not null && slot.Waiting.ViewerId != player.ViewerId)
{
- if (slot.Waiting.ViewerId == player.ViewerId)
- {
- // Same viewer polled twice while parked — keep them parked.
- return Task.FromResult(null);
- }
var p1 = slot.Waiting;
var p2 = player;
slot.Waiting = null;
+ slot.WaitingSince = 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(new PairUpResult(match, IsOwner: false, IsAiFallback: false));
+ // Cache for the FIRST arriver's next poll (consume-on-read).
+ slot.Resolved[p1.ViewerId] = (match, IsAiFallback: false);
+ return Task.FromResult(
+ new PairUpResult(match, IsOwner: false, IsAiFallback: false));
}
- // 3. Empty slot — park this caller.
- slot.Waiting = player;
+ // 4. Caller IS the waiter AND policy permits AI fallback AND threshold elapsed?
+ if (slot.Waiting?.ViewerId == player.ViewerId
+ && policy.Kind == PolicyKind.PvpFirstThenAiFallback
+ && slot.WaitingSince is { } parkedAt
+ && _clock.GetUtcNow() - parkedAt >= threshold)
+ {
+ slot.Waiting = null;
+ slot.WaitingSince = null;
+ var match = _bridge.RegisterBattle(player, null, BattleType.Bot);
+ return Task.FromResult(
+ new PairUpResult(match, IsOwner: true, IsAiFallback: true));
+ }
+
+ // 5. Park (first time only — preserve WaitingSince across sub-threshold re-polls).
+ if (slot.Waiting is null)
+ {
+ slot.Waiting = player;
+ slot.WaitingSince = _clock.GetUtcNow();
+ }
return Task.FromResult(null);
}
}
+ ///
+ /// Resolves the current AI-fallback threshold from the scoped
+ /// . Singleton-safe via per-call scope creation.
+ ///
+ private int GetThresholdSeconds()
+ {
+ using var scope = _scopeFactory.CreateScope();
+ var config = scope.ServiceProvider.GetRequiredService();
+ return config.Get().RankBattleAiFallbackThresholdSeconds;
+ }
+
private sealed class ModeSlot
{
public BattlePlayer? Waiting { get; set; }
- public Dictionary Resolved { get; } = new();
+ public DateTimeOffset? WaitingSince { get; set; }
+ public Dictionary Resolved { get; } = new();
public object Lock { get; } = new();
}
}
diff --git a/SVSim.EmulatedEntrypoint/Program.cs b/SVSim.EmulatedEntrypoint/Program.cs
index 12492fd..2c927e7 100644
--- a/SVSim.EmulatedEntrypoint/Program.cs
+++ b/SVSim.EmulatedEntrypoint/Program.cs
@@ -128,9 +128,15 @@ public class Program
// in appsettings*.json — see appsettings.Development.json for SoloDefaultsToScripted.
builder.Configuration.GetSection("BattleNode").Bind(opt);
});
- // In-process FCFS pair-up for TK2 PvP /do_matching. Singleton: per-mode state is
- // process-wide. Proper queue API is a separate spec; this is enough to actually
- // pair two viewers polling the same mode end-to-end.
+ // In-process FCFS pair-up for TK2 PvP /do_matching, plus rank-battle's AI-fallback
+ // branch. Singleton: per-mode state is process-wide. Proper queue API is a separate
+ // spec; this is enough to actually pair two viewers polling the same mode end-to-end.
+ builder.Services.AddSingleton(new ModePolicyRegistry(new[]
+ {
+ new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
+ new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
+ new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
+ }));
builder.Services.AddSingleton();
builder.Services.AddTransient();
diff --git a/SVSim.UnitTests/Matching/InProcessPairUpRankFallbackTests.cs b/SVSim.UnitTests/Matching/InProcessPairUpRankFallbackTests.cs
new file mode 100644
index 0000000..6c3da6d
--- /dev/null
+++ b/SVSim.UnitTests/Matching/InProcessPairUpRankFallbackTests.cs
@@ -0,0 +1,156 @@
+using Microsoft.Extensions.DependencyInjection;
+using Microsoft.Extensions.Time.Testing;
+using Moq;
+using NUnit.Framework;
+using SVSim.BattleNode.Bridge;
+using SVSim.BattleNode.Sessions;
+using SVSim.Database.Models.Config;
+using SVSim.Database.Services;
+using SVSim.EmulatedEntrypoint.Matching;
+
+namespace SVSim.UnitTests.Matching;
+
+[TestFixture]
+[FixtureLifeCycle(LifeCycle.InstancePerTestCase)]
+public class InProcessPairUpRankFallbackTests
+{
+ private FakeTimeProvider _clock = null!;
+ private Mock _bridge = null!;
+ private Mock _config = null!;
+ private ModePolicyRegistry _policies = null!;
+ private InProcessPairUp _pairUp = null!;
+
+ [SetUp]
+ public void SetUp()
+ {
+ _clock = new FakeTimeProvider(startDateTime: new DateTimeOffset(2026, 6, 2, 0, 0, 0, TimeSpan.Zero));
+ _bridge = new Mock();
+ _config = new Mock();
+ _config.Setup(c => c.Get())
+ .Returns(new MatchingConfig { RankBattleAiFallbackThresholdSeconds = 15 });
+ _policies = new ModePolicyRegistry(new[]
+ {
+ new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
+ new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
+ new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
+ });
+
+ // Build a tiny service provider exposing the mock IGameConfigService as scoped,
+ // and inject IServiceScopeFactory into InProcessPairUp the same way prod does.
+ var services = new ServiceCollection();
+ services.AddScoped(_ => _config.Object);
+ var sp = services.BuildServiceProvider();
+ _pairUp = new InProcessPairUp(_bridge.Object, _policies, sp.GetRequiredService(), _clock);
+ }
+
+ private static BattlePlayer Player(long id) =>
+ new(id, new MatchContext(
+ SelfDeckCardIds: Array.Empty(), ClassId: "0", CharaId: "0",
+ CardMasterName: "card_master_node_10015",
+ CountryCode: "JP", UserName: $"P{id}", SleeveId: "0",
+ EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11));
+
+ [Test]
+ public async Task TK2_policy_is_PvpOnly_no_fallback_regression()
+ {
+ var p = Player(1);
+ var first = await _pairUp.TryPairAsync("arena_two_pick_battle", p, default);
+ Assert.That(first, Is.Null, "First poll should park.");
+
+ _clock.Advance(TimeSpan.FromSeconds(20)); // Past the rotation threshold.
+ var second = await _pairUp.TryPairAsync("arena_two_pick_battle", p, default);
+
+ Assert.That(second, Is.Null, "TK2 must not fall back to AI even past threshold.");
+ _bridge.Verify(b => b.RegisterBattle(It.IsAny(), It.IsAny(), BattleType.Bot), Times.Never);
+ }
+
+ [Test]
+ public async Task Rotation_first_poll_parks_no_fallback()
+ {
+ var p = Player(1);
+ var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
+ Assert.That(result, Is.Null, "First poll should park even on fallback-eligible modes.");
+ _bridge.Verify(b => b.RegisterBattle(It.IsAny(), It.IsAny(), It.IsAny()), Times.Never);
+ }
+
+ [Test]
+ public async Task Rotation_second_poll_under_threshold_stays_parked()
+ {
+ var p = Player(1);
+ await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
+ _clock.Advance(TimeSpan.FromSeconds(5));
+
+ var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
+
+ Assert.That(result, Is.Null, "Sub-threshold polls should keep the viewer parked.");
+ _bridge.Verify(b => b.RegisterBattle(It.IsAny(), It.IsAny(), It.IsAny()), Times.Never);
+ }
+
+ [Test]
+ public async Task Rotation_poll_past_threshold_falls_back_to_Bot()
+ {
+ var p = Player(1);
+ var bid = "bot-bid-1";
+ var url = "http://node.local/socket.io/";
+ _bridge.Setup(b => b.RegisterBattle(p, null, BattleType.Bot))
+ .Returns(new PendingMatch(bid, url));
+
+ await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
+ _clock.Advance(TimeSpan.FromSeconds(16));
+
+ var result = await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
+
+ Assert.That(result, Is.Not.Null);
+ Assert.That(result!.IsAiFallback, Is.True);
+ Assert.That(result.IsOwner, Is.True);
+ Assert.That(result.Match.BattleId, Is.EqualTo(bid));
+ _bridge.Verify(b => b.RegisterBattle(p, null, BattleType.Bot), Times.Once);
+ }
+
+ [Test]
+ public async Task Rotation_partner_arrives_before_threshold_pairs_PvP()
+ {
+ var pA = Player(1);
+ var pB = Player(2);
+ _bridge.Setup(b => b.RegisterBattle(pA, pB, BattleType.Pvp))
+ .Returns(new PendingMatch("pvp-bid", "http://node.local/socket.io/"));
+
+ await _pairUp.TryPairAsync("rotation_rank_battle", pA, default);
+ _clock.Advance(TimeSpan.FromSeconds(10)); // Sub-threshold.
+ var joinerResult = await _pairUp.TryPairAsync("rotation_rank_battle", pB, default);
+
+ Assert.That(joinerResult, Is.Not.Null);
+ Assert.That(joinerResult!.IsAiFallback, Is.False, "Pair-up wins over AI fallback when partner arrives in window.");
+ Assert.That(joinerResult.IsOwner, Is.False, "Joiner role.");
+ _bridge.Verify(b => b.RegisterBattle(pA, pB, BattleType.Pvp), Times.Once);
+ _bridge.Verify(b => b.RegisterBattle(It.IsAny(), null, BattleType.Bot), Times.Never);
+ }
+
+ [Test]
+ public async Task Rotation_stale_waiter_evicted_on_next_arriver()
+ {
+ var pA = Player(1);
+ var pB = Player(2);
+ _bridge.Setup(b => b.RegisterBattle(It.IsAny(), null, BattleType.Bot))
+ .Returns((p, _, _) => new PendingMatch("bot-" + p.ViewerId, "http://node.local/socket.io/"));
+
+ await _pairUp.TryPairAsync("rotation_rank_battle", pA, default);
+ _clock.Advance(TimeSpan.FromMinutes(6)); // Past the 5-minute stale eviction.
+
+ var resultB = await _pairUp.TryPairAsync("rotation_rank_battle", pB, default);
+
+ // B sees an empty slot (A evicted as stale) and becomes the new waiter.
+ Assert.That(resultB, Is.Null);
+ _bridge.Verify(b => b.RegisterBattle(pA, pB, BattleType.Pvp), Times.Never, "Stale A should not have paired with B.");
+ }
+
+ [Test]
+ public async Task Unlimited_independent_from_Rotation()
+ {
+ var p = Player(1);
+ await _pairUp.TryPairAsync("rotation_rank_battle", p, default);
+ var unlimitedResult = await _pairUp.TryPairAsync("unlimited_rank_battle", p, default);
+
+ Assert.That(unlimitedResult, Is.Null, "Per-mode slots must be independent.");
+ }
+}
diff --git a/SVSim.UnitTests/Matching/InProcessPairUpTests.cs b/SVSim.UnitTests/Matching/InProcessPairUpTests.cs
index 127175e..4b54f2f 100644
--- a/SVSim.UnitTests/Matching/InProcessPairUpTests.cs
+++ b/SVSim.UnitTests/Matching/InProcessPairUpTests.cs
@@ -1,6 +1,11 @@
+using Microsoft.Extensions.DependencyInjection;
+using Microsoft.Extensions.Time.Testing;
+using Moq;
using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
+using SVSim.Database.Models.Config;
+using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Matching;
namespace SVSim.UnitTests.Matching;
@@ -11,8 +16,7 @@ public class InProcessPairUpTests
[Test]
public async Task TryPairAsync_on_empty_slot_returns_null_and_parks()
{
- var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
- var svc = new InProcessPairUp(bridge);
+ var svc = BuildSvc();
var match = await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
@@ -22,8 +26,7 @@ public class InProcessPairUpTests
[Test]
public async Task TryPairAsync_with_waiting_partner_pairs_returns_match_as_joiner()
{
- var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
- var svc = new InProcessPairUp(bridge);
+ var svc = BuildSvc();
await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
var result = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None);
@@ -32,13 +35,14 @@ public class InProcessPairUpTests
Assert.That(result!.Match.BattleId, Is.Not.Empty);
Assert.That(result.IsOwner, Is.False,
"The second arriver (who triggered the pair) is the joiner — wire matching_state 3004.");
+ Assert.That(result.IsAiFallback, Is.False,
+ "TK2 is PvpOnly — never falls back to AI.");
}
[Test]
public async Task First_arrivers_next_poll_returns_cached_match_as_owner_then_evicts()
{
- var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
- var svc = new InProcessPairUp(bridge);
+ var svc = BuildSvc();
await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None); // park
var secondPaired = await svc.TryPairAsync("tk2", new BattlePlayer(2, Ctx()), CancellationToken.None); // pair
@@ -57,8 +61,7 @@ public class InProcessPairUpTests
[Test]
public async Task Different_modes_do_not_pair_across_slots()
{
- var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
- var svc = new InProcessPairUp(bridge);
+ var svc = BuildSvc();
await svc.TryPairAsync("tk2", new BattlePlayer(1, Ctx()), CancellationToken.None);
var rankMatch = await svc.TryPairAsync("rank_rotation", new BattlePlayer(2, Ctx()), CancellationToken.None);
@@ -66,6 +69,26 @@ public class InProcessPairUpTests
Assert.That(rankMatch, Is.Null, "Different mode shouldn't pair with tk2's waiting viewer.");
}
+ ///
+ /// Builds an InProcessPairUp with a real MatchingBridge (so BattleIds are real)
+ /// + a fake clock, default-threshold MatchingConfig, and an empty policy registry
+ /// (so unknown modes default to PvpOnly — preserving Phase 2 behaviour for
+ /// these legacy tests).
+ ///
+ private static InProcessPairUp BuildSvc()
+ {
+ var bridge = new MatchingBridge(new InMemoryBattleSessionStore(), new BattleNodeOptions());
+ var clock = new FakeTimeProvider();
+ var config = new Mock();
+ config.Setup(c => c.Get()).Returns(new MatchingConfig());
+ var policies = new ModePolicyRegistry(Array.Empty());
+
+ var services = new ServiceCollection();
+ services.AddScoped(_ => config.Object);
+ var sp = services.BuildServiceProvider();
+ return new InProcessPairUp(bridge, policies, sp.GetRequiredService(), clock);
+ }
+
private static MatchContext Ctx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",
diff --git a/SVSim.UnitTests/SVSim.UnitTests.csproj b/SVSim.UnitTests/SVSim.UnitTests.csproj
index 5cf500a..40a3946 100644
--- a/SVSim.UnitTests/SVSim.UnitTests.csproj
+++ b/SVSim.UnitTests/SVSim.UnitTests.csproj
@@ -10,6 +10,7 @@
+