feat(battle-node): RealParticipant session-finished signal + Pvp cascade

RealParticipant gains _sessionFinished TCS + MarkSessionFinished /
AwaitSessionFinishedAsync. PvP first-arriver's handler awaits the
signal instead of calling self.RunAsync (which the session does
internally on the same instance — double-call would race the WS read).

BattleSession.RunAsync branches on Type: Pvp uses WhenAny + synthesize
BattleFinish(Win) to survivor + WhenAll(drain); Scripted/Bot keep
Phase 1's WhenAll-everything semantics. Disconnect cascade now drives
end-of-battle when a WS drops without a graceful Retire.
This commit is contained in:
gamer147
2026-06-01 21:58:47 -04:00
parent 2789dc08cb
commit ca5a1e926d
3 changed files with 113 additions and 9 deletions

View File

@@ -43,18 +43,53 @@ public sealed class BattleSession
public async Task RunAsync(CancellationToken cancellation)
{
// Run both participants' inbound loops in parallel and wait for them all to
// complete. NoOp/Scripted bots return immediately; Real returns when the WS
// closes. Using WhenAny here would have killed the session as soon as the
// scripted bot's no-op RunAsync resolved. Phase 2's Pvp/Bot cases will need
// disconnect propagation; that's wired in their own task.
var aTask = A.RunAsync(cancellation);
var bTask = B.RunAsync(cancellation);
try { await Task.WhenAll(aTask, bTask); } catch { /* swallow cancellation */ }
using var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellation);
var aTask = A.RunAsync(cts.Token);
var bTask = B.RunAsync(cts.Token);
if (Type == BattleType.Pvp)
{
// WhenAny: first WS drop / first graceful close triggers cascade.
// ScriptedBotParticipant.RunAsync also returns immediately; that's not used
// here (Pvp has two RealParticipants), but we'd still want a synthesized
// BattleFinish for the survivor if either side terminates first.
var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false);
var survivor = first == aTask ? B : A;
if (Phase != BattleSessionPhase.Terminal)
{
// Involuntary drop (no graceful Retire): synthesize BattleFinish(Win) to survivor.
try
{
await survivor.PushAsync(
BuildBattleFinish(BattleResult.Win), noStock: true, cancellation)
.ConfigureAwait(false);
}
catch (Exception ex)
{
_log.LogWarning(ex,
"BattleSession {Bid}: failed to push BattleFinish to survivor (their WS may also be closed)",
BattleId);
}
Phase = BattleSessionPhase.Terminal;
}
cts.Cancel(); // unblock the survivor's RunAsync read loop
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch { /* swallow cancellation / WS exceptions */ }
}
else
{
// Phase 1 semantics for Scripted/Bot: wait for ALL participants. The bot's
// RunAsync returns immediately; the session keeps running for the real one.
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch { /* swallow */ }
}
await Task.WhenAll(
A.TerminateAsync(BattleFinishReason.NormalFinish),
B.TerminateAsync(BattleFinishReason.NormalFinish));
B.TerminateAsync(BattleFinishReason.NormalFinish))
.ConfigureAwait(false);
}
private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct);