refactor(battle-node): unify IMatchingBridge.RegisterBattle signature

Single RegisterBattle(p1, p2?, type) with contract validation throws on
invalid combinations (Pvp requires both; Bot requires p2==null; Scripted
accepts either). PendingBattle carries Type + P1 + nullable P2. Handler
+ controller adapt; v1.2 behaviour preserved because Scripted is the
only type used today (Phase 2 adds Pvp, Phase 3 adds Bot).
This commit is contained in:
gamer147
2026-06-01 20:00:52 -04:00
parent acd0997cfb
commit d665f88067
8 changed files with 111 additions and 37 deletions

View File

@@ -1,12 +1,25 @@
using SVSim.BattleNode.Sessions;
namespace SVSim.BattleNode.Bridge;
public interface IMatchingBridge
{
/// <summary>
/// Mint a battle id, register a pending session for the given viewer with their per-battle
/// MatchContext snapshot, and return the URL the client should open a socket to.
/// Mint a battle id, register a pending session, return the URL the client should
/// open a socket to.
/// </summary>
PendingMatch RegisterPendingBattle(long viewerId, MatchContext context);
/// <remarks>
/// Contract rules (enforced; throws <see cref="ArgumentException"/>):
/// <list type="bullet">
/// <item><c>Pvp</c>: <paramref name="p2"/> required. Both viewers expected to
/// connect WS within 60s.</item>
/// <item><c>Bot</c>: <paramref name="p2"/> must be null. One viewer expected;
/// opponent runs in client.</item>
/// <item><c>Scripted</c>: <paramref name="p2"/> currently null; future
/// server-driven bot config rides on <paramref name="p2"/>.</item>
/// </list>
/// </remarks>
PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);
}
public sealed record PendingMatch(string BattleId, string NodeServerUrl);

View File

@@ -5,10 +5,8 @@ namespace SVSim.BattleNode.Bridge;
/// <summary>
/// In-process implementation of <see cref="IMatchingBridge"/>. The HTTP-side
/// <c>do_matching</c> controller calls <see cref="RegisterPendingBattle"/>, which mints a
/// 12-digit decimal battle id, stashes a <see cref="PendingBattle"/> entry in the
/// <see cref="IBattleSessionStore"/>, and returns the node URL the client should connect to.
/// The WebSocket handler resolves the same battle id back to the viewer on connect.
/// matching queue calls <see cref="RegisterBattle"/> once it has decided "these two
/// play each other" or "this viewer is solo (bot/scripted)."
/// </summary>
public sealed class MatchingBridge : IMatchingBridge
{
@@ -21,17 +19,39 @@ public sealed class MatchingBridge : IMatchingBridge
_options = options;
}
public PendingMatch RegisterPendingBattle(long viewerId, MatchContext context)
public PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type)
{
ValidateContract(p1, p2, type);
// 12-digit decimal battle id mirrors the captures (e.g. "975695075012").
// Two unbiased 6-digit draws concatenated — RandomNumberGenerator.GetInt32 uses
// rejection sampling so the result is uniform on [0, 10^6). The previous
// implementation (Guid.GetHashCode + mod) collapsed 128 bits into ~32 of entropy
// and tripped Math.Abs(int.MinValue) UB on the unlucky hash.
// rejection sampling so the result is uniform on [0, 10^6).
var hi = RandomNumberGenerator.GetInt32(0, 1_000_000);
var lo = RandomNumberGenerator.GetInt32(0, 1_000_000);
var battleId = $"{hi:D6}{lo:D6}";
_store.RegisterPending(new PendingBattle(battleId, viewerId, context));
_store.RegisterPending(new PendingBattle(battleId, type, p1, p2));
return new PendingMatch(battleId, _options.NodeServerUrl);
}
private static void ValidateContract(BattlePlayer p1, BattlePlayer? p2, BattleType type)
{
if (p1 is null) throw new ArgumentNullException(nameof(p1));
switch (type)
{
case BattleType.Pvp:
if (p2 is null) throw new ArgumentException("Pvp requires both p1 and p2.", nameof(p2));
if (p1.ViewerId == p2.ViewerId)
throw new ArgumentException("Pvp requires distinct viewer ids.", nameof(p2));
break;
case BattleType.Bot:
if (p2 is not null) throw new ArgumentException("Bot must have p2==null.", nameof(p2));
break;
case BattleType.Scripted:
// p2 currently null; future server-driven bot will populate it.
break;
default:
throw new ArgumentOutOfRangeException(nameof(type), type, "Unknown BattleType.");
}
}
}

View File

@@ -93,18 +93,20 @@ public sealed class BattleNodeWebSocketHandler
ctx.Response.StatusCode = StatusCodes.Status404NotFound;
return;
}
if (pending.ViewerId != viewerId)
if (pending.P1.ViewerId != viewerId)
{
_log.LogWarning(
"WS upgrade viewer-id mismatch on BattleId={Bid}: bridge expected={Expected}, decrypted={Got}.",
battleId, pending.ViewerId, viewerId);
battleId, pending.P1.ViewerId, viewerId);
ctx.Response.StatusCode = StatusCodes.Status401Unauthorized;
return;
}
var ws = await ctx.WebSockets.AcceptWebSocketAsync();
_store.RemovePending(battleId);
var session = new BattleSession(ws, battleId, viewerId, pending.Context, _loggerFactory.CreateLogger<BattleSession>());
// Phase 1: handler still constructs the old single-WS BattleSession.
// Task 9 switches to BattleSessionV2 + RealParticipant + ScriptedBotParticipant.
var session = new BattleSession(ws, battleId, viewerId, pending.P1.Context, _loggerFactory.CreateLogger<BattleSession>());
await session.RunAsync(ctx.RequestAborted);
}

View File

@@ -3,8 +3,8 @@ using SVSim.BattleNode.Bridge;
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// Sparse pre-connect record: viewer id + the per-battle MatchContext snapshot. Enough to
/// validate the incoming WS connect, resolve the viewer, and seed the BattleSession with the
/// player-half lifecycle data. Full BattleSession is created on connect.
/// Sparse pre-connect record. Carries the battle type + one or two players. The
/// WebSocket handler reads this to validate the incoming WS connect and to
/// construct the right participants.
/// </summary>
public sealed record PendingBattle(string BattleId, long ViewerId, MatchContext Context);
public sealed record PendingBattle(string BattleId, BattleType Type, BattlePlayer P1, BattlePlayer? P2);