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).
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@@ -1,12 +1,25 @@
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using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Bridge;
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public interface IMatchingBridge
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{
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/// <summary>
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/// Mint a battle id, register a pending session for the given viewer with their per-battle
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/// MatchContext snapshot, and return the URL the client should open a socket to.
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/// Mint a battle id, register a pending session, return the URL the client should
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/// open a socket to.
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/// </summary>
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PendingMatch RegisterPendingBattle(long viewerId, MatchContext context);
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/// <remarks>
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/// Contract rules (enforced; throws <see cref="ArgumentException"/>):
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/// <list type="bullet">
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/// <item><c>Pvp</c>: <paramref name="p2"/> required. Both viewers expected to
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/// connect WS within 60s.</item>
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/// <item><c>Bot</c>: <paramref name="p2"/> must be null. One viewer expected;
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/// opponent runs in client.</item>
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/// <item><c>Scripted</c>: <paramref name="p2"/> currently null; future
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/// server-driven bot config rides on <paramref name="p2"/>.</item>
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/// </list>
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/// </remarks>
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PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);
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}
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public sealed record PendingMatch(string BattleId, string NodeServerUrl);
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@@ -5,10 +5,8 @@ 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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/// matching queue calls <see cref="RegisterBattle"/> once it has decided "these two
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/// play each other" or "this viewer is solo (bot/scripted)."
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/// </summary>
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public sealed class MatchingBridge : IMatchingBridge
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{
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@@ -21,17 +19,39 @@ public sealed class MatchingBridge : IMatchingBridge
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_options = options;
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}
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public PendingMatch RegisterPendingBattle(long viewerId, MatchContext context)
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public PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type)
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{
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ValidateContract(p1, p2, type);
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// 12-digit decimal battle id mirrors the captures (e.g. "975695075012").
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// Two unbiased 6-digit draws concatenated — RandomNumberGenerator.GetInt32 uses
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// rejection sampling so the result is uniform on [0, 10^6). The previous
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// implementation (Guid.GetHashCode + mod) collapsed 128 bits into ~32 of entropy
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// and tripped Math.Abs(int.MinValue) UB on the unlucky hash.
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// rejection sampling so the result is uniform on [0, 10^6).
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var hi = RandomNumberGenerator.GetInt32(0, 1_000_000);
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var lo = RandomNumberGenerator.GetInt32(0, 1_000_000);
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var battleId = $"{hi:D6}{lo:D6}";
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_store.RegisterPending(new PendingBattle(battleId, viewerId, context));
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_store.RegisterPending(new PendingBattle(battleId, type, p1, p2));
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return new PendingMatch(battleId, _options.NodeServerUrl);
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}
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private static void ValidateContract(BattlePlayer p1, BattlePlayer? p2, BattleType type)
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{
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if (p1 is null) throw new ArgumentNullException(nameof(p1));
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switch (type)
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{
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case BattleType.Pvp:
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if (p2 is null) throw new ArgumentException("Pvp requires both p1 and p2.", nameof(p2));
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if (p1.ViewerId == p2.ViewerId)
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throw new ArgumentException("Pvp requires distinct viewer ids.", nameof(p2));
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break;
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case BattleType.Bot:
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if (p2 is not null) throw new ArgumentException("Bot must have p2==null.", nameof(p2));
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break;
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case BattleType.Scripted:
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// p2 currently null; future server-driven bot will populate it.
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(type), type, "Unknown BattleType.");
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}
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}
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}
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