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>
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@@ -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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