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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@@ -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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