refactor(battle-node): remove ScriptedBotParticipant and dev-affordance wiring

Deletes the scripted opponent and every entry point that created a
BattleType.Scripted session (the ?scripted=1 query opt-in, the
SoloDefaultsToScripted toggle, the resolver short-circuit, the WS handler case,
the bridge validation arm). Real two-client PvP and the Bot matchmaking-timeout
fallback are untouched. ResolveAsync drops its scriptedOptIn parameter.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 20:15:48 -04:00
parent 8085119439
commit f21ab7a38c
21 changed files with 49 additions and 395 deletions

View File

@@ -1,5 +1,4 @@
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
namespace SVSim.EmulatedEntrypoint.Matching;
@@ -8,7 +7,6 @@ public sealed class MatchingResolver : IMatchingResolver
{
private readonly IMatchingBridge _bridge;
private readonly IMatchingPairUpService _pairUp;
private readonly BattleNodeOptions _options;
public MatchingResolver(
IMatchingBridge bridge,
@@ -17,25 +15,13 @@ public sealed class MatchingResolver : IMatchingResolver
{
_bridge = bridge;
_pairUp = pairUp;
_options = options;
}
public Task<MatchingResolution> ResolveAsync(
string mode,
BattlePlayer player,
bool scriptedOptIn,
CancellationToken ct)
{
// Dev-affordance short-circuit. Either a per-request flag (e.g. ?scripted=1) or the
// process-wide BattleNodeOptions.SoloDefaultsToScripted toggle puts us here.
// Registers a Scripted match (server-side scripted opponent in BattleSession) and
// returns matching_state=3004 SUCCEEDED so the client opens the WS and proceeds.
if (scriptedOptIn || _options.SoloDefaultsToScripted)
{
var m = _bridge.RegisterBattle(player, p2: null, BattleType.Scripted);
return Task.FromResult(new MatchingResolution(3004, m.BattleId, m.NodeServerUrl));
}
return ResolveViaPairUpAsync(mode, player, ct);
}