docs(battle-node): project README + docstrings on hosting/lifecycle
Add a per-project README in SVSim.BattleNode/ that covers: - Architecture (the six concern folders) - The connect-handshake sequence verified end-to-end at smoke - A wire-format-gotchas table for the spec divergences caught during v1 (headers vs query for credentials, schemeless node URL with /socket.io/ path, required card_master_id, required resultCode=1, Matched in response to InitBattle not InitNetwork, EIO3 0x04 prefix on binary frames, FromJson conditional-expression number-boxing) - What the v1 scripted opponent does and what is hardcoded - A "where to extend" table for v2 work - The full test layout and cross-references to specs/plans Fill in XML docs on the public surface that previously had none: - BattleNodeExtensions.AddBattleNode / UseBattleNode (DI + middleware wiring, including the pipeline-order note that auth runs before UseWebSockets) - BattleNodeWebSocketHandler class + HandleAsync (the validation chain) - BattleSession.ComputeResponses (the lifecycle state machine, with the NoStock flag's meaning) - ScriptedLifecycle class (v1 scope, resultCode injection rule, pointer to the "where to extend" section) - MatchingBridge class (mint-id + register flow) Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -2,6 +2,13 @@ using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Bridge;
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/// <summary>
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/// In-process implementation of <see cref="IMatchingBridge"/>. The HTTP-side
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/// <c>do_matching</c> controller calls <see cref="RegisterPendingBattle"/>, which mints a
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/// 12-digit decimal battle id, stashes a <see cref="PendingBattle"/> entry in the
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/// <see cref="IBattleSessionStore"/>, and returns the node URL the client should connect to.
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/// The WebSocket handler resolves the same battle id back to the viewer on connect.
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/// </summary>
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public sealed class MatchingBridge : IMatchingBridge
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{
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private readonly IBattleSessionStore _store;
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@@ -1,4 +1,3 @@
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// SVSim.BattleNode/Hosting/BattleNodeExtensions.cs
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using Microsoft.AspNetCore.Builder;
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using Microsoft.Extensions.DependencyInjection;
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using SVSim.BattleNode.Bridge;
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@@ -6,8 +5,24 @@ using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Hosting;
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/// <summary>
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/// Registration + pipeline extensions that turn an arbitrary ASP.NET Core host into a battle
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/// node. The library has no dependency on any specific host project — call both methods from
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/// wherever you build your <see cref="WebApplication"/>.
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/// </summary>
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public static class BattleNodeExtensions
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{
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/// <summary>
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/// Register the battle node's services in DI. All four are singletons because none of them
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/// carry per-request state — per-battle state lives on the <see cref="BattleSession"/>
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/// instance the WebSocket handler constructs on connect.
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/// </summary>
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/// <param name="configure">
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/// Optional callback to override <see cref="BattleNodeOptions"/> defaults. The default
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/// <c>NodeServerUrl</c> assumes the EmulatedEntrypoint host on
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/// <c>http://localhost:5148</c> and shares the port for the Socket.IO endpoint. Override
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/// when the node runs on a different port/host or behind a reverse proxy.
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/// </param>
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public static IServiceCollection AddBattleNode(this IServiceCollection services, Action<BattleNodeOptions>? configure = null)
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{
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var options = new BattleNodeOptions();
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@@ -19,6 +34,20 @@ public static class BattleNodeExtensions
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return services;
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}
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/// <summary>
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/// Wire up the WebSocket middleware and map the Socket.IO endpoint at <c>/socket.io/</c>.
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/// Call this AFTER any HTTP middleware that should still see non-WS requests (auth,
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/// routing, controllers) and BEFORE <c>MapControllers()</c>. The endpoint accepts any
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/// path under <c>/socket.io</c>; the handler doesn't read the sub-path, so default
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/// Socket.IO clients targeting <c>/socket.io/?EIO=3&transport=websocket</c> work
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/// without configuration.
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/// </summary>
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/// <remarks>
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/// Steam auth gets a free pass on WS upgrades — see
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/// <c>SteamSessionAuthenticationHandler</c>'s header-based bypass. The node has its own
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/// per-connection auth (encrypted viewerId in the upgrade headers, validated against the
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/// matched battle id in <see cref="BattleNodeWebSocketHandler.HandleAsync"/>).
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/// </remarks>
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public static IApplicationBuilder UseBattleNode(this IApplicationBuilder app)
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{
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app.UseWebSockets();
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@@ -1,4 +1,3 @@
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// SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs
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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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@@ -6,6 +5,28 @@ using SVSim.BattleNode.Wire;
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namespace SVSim.BattleNode.Hosting;
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/// <summary>
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/// Validates an incoming WebSocket upgrade request, accepts it, and hands off to a fresh
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/// <see cref="BattleSession"/>. Singleton; no per-request state.
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/// </summary>
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/// <remarks>
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/// <para>The validation chain — cheapest checks first, crypto only after both params are
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/// present, WS accept only after the store lookup confirms the credentials match an outstanding
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/// pending battle:</para>
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/// <list type="number">
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/// <item>Reject non-WS requests with 400 (someone hit <c>/socket.io/</c> via plain HTTP).</item>
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/// <item>Read <c>BattleId</c> and encrypted <c>viewerId</c> from request headers, falling back
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/// to query string. The real client puts them on headers despite BestHTTP's
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/// <c>AdditionalQueryParams</c> API name — see project README §Wire-format gotchas.</item>
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/// <item>Decrypt the viewerId with <see cref="NodeCrypto.DecryptForNode"/>; reject on
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/// parse/decrypt failure.</item>
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/// <item>Look up the <see cref="PendingBattle"/> in the store and verify the decrypted viewer
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/// matches the one the <see cref="Bridge.IMatchingBridge"/> registered.</item>
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/// <item>AcceptWebSocketAsync, remove the pending entry (it's now an active session), construct
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/// <see cref="BattleSession"/>, await <see cref="BattleSession.RunAsync"/> until the WS
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/// closes.</item>
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/// </list>
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/// </remarks>
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public sealed class BattleNodeWebSocketHandler
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{
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private readonly IBattleSessionStore _store;
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@@ -19,6 +40,11 @@ public sealed class BattleNodeWebSocketHandler
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_log = loggerFactory.CreateLogger<BattleNodeWebSocketHandler>();
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}
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/// <summary>
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/// Endpoint entry point. Sets <see cref="HttpContext.Response"/> to 400 on any validation
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/// failure; otherwise upgrades to a WebSocket and awaits
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/// <see cref="BattleSession.RunAsync"/> until the connection closes.
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/// </summary>
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public async Task HandleAsync(HttpContext ctx)
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{
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if (!ctx.WebSockets.IsWebSocketRequest)
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@@ -3,15 +3,38 @@ using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Lifecycle;
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/// <summary>
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/// v1 Path-A scripted opponent. Hand-rolled static frames good enough to land the client on
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/// the mulligan screen and let them play turn 1. Templates derived from
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/// data_dumps/captures/battle-traffic_tk2_regular.ndjson.
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/// v1 hand-rolled scripted opponent. Static frame builders for the five lifecycle uris
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/// (Matched / BattleStart / Deal / Swap response / Ready) plus a trivial opponent TurnStart
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/// the dispatch pushes after the player's TurnEnd. The values are templated from the TK2
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/// captures at <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c> — anything
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/// hardcoded here came from a real prod frame.
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/// </summary>
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/// <remarks>
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/// <para>"Scripted" means the opponent never reacts to your plays. We push enough to land
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/// you on the mulligan screen, run a real mulligan exchange, give you turn 1, transition
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/// to "Opponent's turn…" after your <c>TurnEnd</c>, and then sit there indefinitely. This
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/// is the documented v1 stopping point.</para>
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/// <para>
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/// All builders go through <see cref="EnvelopeForPush"/>, which injects
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/// <c>resultCode = 1</c> into every body. The client's <c>OnReceived</c> drops any
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/// synchronize push whose <c>resultCode != Success</c> (absent counts as None=0); leaving
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/// it off silently breaks the state machine without surfacing an error.
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/// </para>
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/// <para>To make this less scripted: see the project README §"Where to extend".</para>
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/// </remarks>
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public static class ScriptedLifecycle
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{
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/// <summary>30 dummy cardIds — repeats of a stable neutral card.</summary>
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/// <summary>
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/// CardId used for all 30 entries in the dummy deck. A stable neutral card that exists in
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/// every card-master version we care about, so the client can render it without
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/// triggering a card-master-mismatch error.
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/// </summary>
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public static readonly long DummyCardId = 100011010;
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/// <summary>
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/// Viewer id we present as the opponent on every scripted push. Out-of-range vs. real
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/// viewer ids so it can't collide with a real account in the auth pipeline.
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/// </summary>
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public const long FakeOpponentViewerId = 999_999_999L;
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public static MsgEnvelope BuildMatched(long playerViewerId, long opponentViewerId, string battleId)
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137
SVSim.BattleNode/README.md
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137
SVSim.BattleNode/README.md
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@@ -0,0 +1,137 @@
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# SVSim.BattleNode
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Socket.IO node-server scaffolding for in-battle traffic. Implements the second of the prod 4-server topology — the realtime channel that handles `Matched` / `BattleStart` / `Deal` / per-action `PlayActions` / `Echo` / `TurnEnd` between the client and a server-side opponent.
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**v1 scope** is "scripted thin sequencer": the server accepts a connection, walks a hand-rolled lifecycle from `InitNetwork` to mulligan + first turn + opponent TurnStart, then sits at the opponent's-turn screen indefinitely. No real opponent, no `battleCode` validation, no recovery. v2 work targets each of those.
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The library has **no dependency on `SVSim.EmulatedEntrypoint`**. It exposes one DI seam (`IMatchingBridge`) and one ASP.NET Core integration surface (`AddBattleNode` / `UseBattleNode`). Pulling the node into a separate process later is one interface and one Kestrel binding.
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## Architecture
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```
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SVSim.BattleNode/
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├─ Bridge/ IMatchingBridge — what /do_matching calls to mint a battle id + node URL
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├─ Hosting/ ASP.NET Core extensions + the /socket.io/ endpoint handler
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├─ Lifecycle/ ScriptedLifecycle — the v1 hand-rolled Matched/BattleStart/Deal/Swap/Ready frames
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├─ Protocol/ MsgEnvelope, NetworkBattleUri enum, msgpack ↔ envelope codec
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├─ Reliability/ InboundTracker (pubSeq dedup), OutboundSequencer (playSeq archive), Gungnir
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├─ Sessions/ BattleSession (per-connection state + WS pump), IBattleSessionStore
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└─ Wire/ EIO3 framing, SIO2 framing, NodeCrypto (AES-256-CBC)
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```
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## Connect handshake (verified end-to-end against the real client)
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```
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┌────────┐ ┌────────────┐
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│ Client │ │ BattleNode │
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└────┬───┘ └──────┬─────┘
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│ │
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│ HTTP POST /arena_two_pick_battle/do_matching │ (HTTP host)
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├──────────────────────────────────────────────────────────────►│
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│ ◄── { matching_state:3004, battle_id, node_server_url, │
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│ card_master_id, ... } │
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│ │
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│ WS upgrade ws://<node>/socket.io/ │
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│ headers: BattleId, viewerId=encryptForNode(uid) │
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├──────────────────────────────────────────────────────────────►│ AcceptWebSocketAsync
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│ ◄── EIO3 Open 0{sid,upgrades:[],pingInterval,pingTimeout} │
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│ │
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│ msg: InitNetwork (cat=99/general) │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: InitNetwork{resultCode:1} │
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│ │
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│ MatchingInitBattle: status=Connect; subscribe receiver │
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│ msg: InitBattle (cat=2/matching) │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: Matched{selfInfo,oppoInfo,selfDeck,bid} │
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│ │
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│ client loads decks/scene │
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│ msg: Loaded │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: BattleStart{turnState,battleType,...} │
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│ ◄── synchronize: Deal{self,oppo} │
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│ │
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│ mulligan UI; player chooses cards to swap │
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│ msg: Swap{idxList:[...]} │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: Swap{self:[post-mulligan hand]} │
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│ ◄── synchronize: Ready{self,oppo,idxChangeSeed,spin} │
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│ │
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│ turn 1: TurnStart, PlayActions, ..., TurnEnd │
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├──────────────────────────────────────────────────────────────►│
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│ ◄── synchronize: TurnStart{spin} (opponent turn signal) │
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│ │
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│ sits at "Opponent's turn…" — v1 stopping point │
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```
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Each push from us carries a contiguous `playSeq`; client-emit `pubSeq` is echoed back via the Socket.IO ack callback. `Gungnir` runs a 5s alive heartbeat in parallel reporting `scs:ONLINE,ocs:ONLINE`.
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## Wire-format gotchas (discovered during v1 smoke)
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These are not in the original protocol docs and tripped us during the smoke walkthrough — leaving them here so the next reader doesn't repeat the diagnosis.
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| Spec said | Actual wire | Where it shows up |
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|---|---|---|
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| `AdditionalQueryParams` on the WS upgrade | **HTTP request headers**, not query string. BestHTTP misnames the API. | `BattleNodeWebSocketHandler.ReadCredential` reads `BattleId` / `viewerId` from headers first, query as fallback (for tests). |
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| `node_server_url` ws://host:port | `host:port/socket.io/` — **no scheme prefix**, **path included**. | `BattleNodeOptions.NodeServerUrl` default + `do_matching` response. |
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| `card_master_id` optional | **Required** when `matching_state ∈ {3004,3007,3011}` — no `Keys.Contains` guard client-side. | Added to `DoMatchingResponseDto` with default `1`. |
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| `resultCode` optional on pushes | **Required = 1** on every scripted synchronize frame; missing means "drop in error handler". | `ScriptedLifecycle.EnvelopeForPush` injects it. |
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| Matched in response to InitNetwork | **InitBattle**. Matched in response to InitNetwork lands before the client's matching handler is subscribed and silently drops. | See dispatch in `BattleSession.ComputeResponses`. |
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| WS binary frames carry raw msgpack | EIO3 prefixes binary frames with `0x04` (Message type byte), same as the leading digit on text frames. | `BattleSession.RunAsync` strips on read; `EncodeAndSendAsync` prepends on send. |
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There's also a JSON parsing pitfall worth knowing about (and that broke the mulligan): the inline conditional `el.TryGetInt64(out var l) ? l : el.GetDouble()` unifies its branches to the common implicit-convertible type. Since `long → double` is implicit, the long silently widens to double, and `OfType<long>` downstream drops every entry. See `MsgEnvelope.ParseNumber` for the fix — keep number parsing in a separate method so each branch boxes its own runtime type.
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## v1 scripted opponent — what the client sees
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Hardcoded in `ScriptedLifecycle`:
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- **Your deck** is 30 copies of `cardId = 100011010` (a neutral card stable across card-master versions). Your actual TK2 draft is ignored.
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- **Your leader** is `classId="1"`, `charaId="1"` regardless of class you drafted.
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- **Opponent** is a fixed silhouette: `classId="8"`, KOR sleeve/emblem/degree, viewer id `999999999`.
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- **Battle seed** is `17548138L` in both info blocks (the seed is *shared* per battle per the spec).
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- **Mulligan** does real card replacement: any idx in your `idxList` is swapped for the next unused deck idx (`1..3` dealt, so `4..30` are pool).
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- **Opponent's turn** never actually does anything — we push a single `TurnStart{spin:100}` after your `TurnEnd` so the UI transitions to the opponent-turn display, then sit.
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## Where to extend
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| You want to | Touch |
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|---|---|
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| Use the real drafted deck | `ScriptedLifecycle.BuildMatched` (`selfDeck`) + the `IMatchingBridge` to plumb the viewer's TK2 run state through |
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| Show the real drafted class | `ScriptedLifecycle.BuildBattleStart` (`selfInfo.classId/charaId`) — read from the same source |
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| Add a real AI opponent | Replace the static dispatch in `BattleSession.ComputeResponses` (`TurnEnd → opponent TurnStart` case) with one that drives a decision engine. The `OutboundSequencer` already assigns `playSeq` for whatever you push. |
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| Implement recovery | `IBattleSessionStore` already keeps the pending registry. Add a per-battle archive (the `OutboundSequencer.Archive` already retains every assigned-playSeq push) and bind it to the HTTP `/battle/get_recovery_params` endpoint. |
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| Validate `battleCode` | Port `NetworkConsistency.GetConsistency` from the client decompilation. Hook into `BattleSession.HandleMsgEventAsync` on `TurnEnd` / `Judge`. |
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| Type the `orderList` register actions | Spec at `docs/api-spec/in-battle/register-actions.md` catalogs the eight shapes observed in TK2 captures. Build a discriminated union; replace `Dictionary<string, object?>` in the `Body` for the relevant URIs. |
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## Test layout
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```
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SVSim.UnitTests/BattleNode/
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├─ Bridge/ MatchingBridgeTests (3 tests — mint id, dedup, format)
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├─ Integration/ BattleNodeFlowTests (end-to-end via WebApplicationFactory)
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│ RawSocketIoTestClient (test helper)
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├─ Lifecycle/ ScriptedLifecycleTests (11 tests)
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├─ Protocol/ MsgEnvelopeTests (4 tests incl. number-array regression)
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│ MsgPayloadCodecTests (2 tests — roundtrip + known vector)
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├─ Reliability/ GungnirTests / InboundTrackerTests / OutboundSequencerTests
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├─ Sessions/ BattleSessionDispatchTests (8 tests — phase-state machine)
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│ InMemoryBattleSessionStoreTests
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└─ Wire/ NodeCryptoTests (with fixed-vector regression)
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EngineIoFrameTests
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SocketIoFrameTests (incl. binary attachment + JSON escaping)
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```
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Total ~71 BattleNode-scoped tests. The integration test boots the EmulatedEntrypoint host via `SVSimTestFactory`, mints a battle through `IMatchingBridge`, opens a TestServer WebSocket, and walks the full handshake through Ready. It exercises every layer.
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## Related docs
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- `docs/api-spec/in-battle/transport.md` — Socket.IO + AES-for-node wire format, with smoke corrections inline.
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- `docs/api-spec/in-battle/matching.md` — `do_matching` bridge + client state machine.
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- `docs/api-spec/in-battle/server-to-client.md`, `client-to-server.md` — per-uri frame shapes.
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- `docs/api-spec/in-battle/register-actions.md` — `orderList` action catalog (for v2).
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- `docs/api-spec/in-battle/reliability.md` — pubSeq/playSeq stocking + Gungnir.
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- `docs/api-spec/in-battle/recovery.md` — the reconnect handshake (deferred to v2).
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- `docs/operations/battle-node-smoke.md` — manual end-to-end checklist.
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- `docs/operations/battle-node-smoke-walkthrough.md` — annotated walkthrough with per-step diagnostics.
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- `docs/superpowers/specs/2026-05-31-battle-node-transport-design.md` — v1 design.
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- `docs/superpowers/plans/2026-05-31-battle-node-transport.md` — v1 implementation plan.
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@@ -178,6 +178,18 @@ public sealed class BattleSession
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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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/// </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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{
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var result = new List<(MsgEnvelope Envelope, bool NoStock)>();
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Reference in New Issue
Block a user