Commit Graph

13 Commits

Author SHA1 Message Date
gamer147
8f270a87f0 refactor(battle-node): gate WS diagnostic logging behind config flag
The temporary [sio-in] / [sio-out] / [ws-rx-text] / [ws-rx-bin] /
[ws-recv-exit] / [ws-loop-exit] logs added during the hand-ack
investigation are useful enough to keep around (PvP testing, future WS
debugging) but too chatty to leave on by default. Promote them from
"strip before merge" to a permanent opt-in.

New BattleNodeOptions.DiagnosticLogging (bool, default false). Wired
through BattleNodeWebSocketHandler to RealParticipant via a new optional
ctor parameter (default false — existing test sites pick up the silent
default with no changes). Every Information/Warning log added during the
investigation is now if-gated; non-diagnostic logs (the decode-failure
warnings, the dispatch-drop debug) stay as-is.

Toggle via appsettings*.json:
  "BattleNode": { "DiagnosticLogging": true }

Or live via the singleton:
  factory.Services.GetRequiredService<BattleNodeOptions>().DiagnosticLogging = true

175 battle-node tests still passing — existing tests use the constructor
default and emit nothing, so no test changes were required.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 16:49:17 -04:00
gamer147
9f11896f7b feat(battle-node): polite Socket.IO close on waiting-room timeout
The PvP waiting-room timeout path in BattleNodeWebSocketHandler used to
return immediately after RemovePending, leaving the parked first arriver
to learn about the disconnect via TCP teardown after Kestrel finished
draining the request. BestHTTP / socket.io-client log that as an abrupt
drop rather than a controlled disconnect.

New TryPoliteCloseAsync helper emits an EIO "1" (Close) text frame, then
runs the WebSocket close handshake with NormalClosure. Wrapped in
try/catch + Debug log — teardown races between the server-side close and
client disconnect are routine and not actionable. Uses a fresh 5s CTS so
ctx.RequestAborted being canceled doesn't skip the close.

Wired into both bail-out paths post-AcceptWebSocketAsync that previously
just returned:
- PvP waiting-room timeout / Park-Park race (the main case, per PLAN.md
  L104 (c))
- Unknown BattleType default case (same shape, log message already said
  "closing WS" but didn't actually close — opportunistic fix)

PvpWaitingRoomTimeout integration test tightened: now asserts the polite
"1" text frame arrives before the close handshake, not just that the WS
eventually closes by any means.

172 battle-node tests passing (was 172 before the assertion tightening;
the existing timeout test stayed in.)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 14:05:25 -04:00
gamer147
fee84cca24 feat(battle-node): wire WS handler's case BattleType.Bot to real (Real, NoOp) session
Replaces the Phase-2 log-and-return stub with a real session
construction. P2 is always null for Bot (bridge contract), so no
WaitingRoom flow needed — single real WS, Phase-1 WhenAll-everything
RunAsync semantics work because NoOp.RunAsync completes immediately.
Integration test follows in the next task.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 01:29:11 -04:00
gamer147
0bb19320df feat(battle-node): WS handler Pvp branch with WaitingRoom
Pvp arrivers Pair-or-Park: second arriver constructs the session;
first arriver awaits self.AwaitSessionFinishedAsync (never calls
self.RunAsync directly because the session does). Park-race retries
Pair once. Bot type still stubbed for Phase 3. Scripted path unchanged.

Viewer-id validation extended to accept either P1 or P2 (PvP sessions
have both).
2026-06-01 22:02:21 -04:00
gamer147
2d7cee38d3 refactor(battle-node): drop old BattleSession; rename V2 -> BattleSession
Old single-WS BattleSession + its dispatch/pump/ClipAckArg tests are
obsolete after the Task 9 handler cutover. ClipAckArg overflow + boundary
coverage moved into RealParticipantTests. BattleSessionV2 renamed back
to BattleSession; the V2 suffix was a placeholder during the parallel
-build refactor.
2026-06-01 20:10:14 -04:00
gamer147
91472df6fc refactor(battle-node): cut handler over to BattleSessionV2 + participants
Production WS path now constructs RealParticipant + ScriptedBotParticipant
and hands them to BattleSessionV2 instead of the old single-WS
BattleSession. Wire behaviour preserved end-to-end (BattleNodeFlowTests
still pass).

Also fixes a RunAsync bug uncovered by the cutover: WhenAny would
terminate the session as soon as the scripted bot's no-op RunAsync
resolved, killing the live WS read loop before any traffic arrived.
Phase 1 semantics are simpler — wait for ALL participants. Phase 2's
Pvp disconnect propagation will revisit this.
2026-06-01 20:07:45 -04:00
gamer147
d665f88067 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).
2026-06-01 20:00:52 -04:00
gamer147
01f9bb722a feat(battle-node): thread MatchContext through bridge to BattleSession
IMatchingBridge.RegisterPendingBattle now takes a MatchContext; PendingBattle
carries it; BattleSession stores it. ArenaTwoPickBattleController builds ctx
from IMatchContextBuilder. ScriptedLifecycle still uses ScriptedProfiles for
the player half — Tasks 5/6 migrate the lifecycle.

Existing tests updated: MatchingBridgeTests, BattleNodeFlowTests,
InMemoryBattleSessionStoreTests, BattleSessionDispatchTests, BattleSession
PumpTests, ArenaTwoPickBattleControllerTests (which now seeds a TK2 run +
adds a no-active-run 400 case).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 12:44:42 -04:00
gamer147
2588388d9d refactor(battle-node): distinct WS auth status codes + named handler delegate 2026-06-01 11:45:50 -04:00
gamer147
c279b811ad 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>
2026-06-01 08:57:15 -04:00
gamer147
ccc9b41473 fix(battle-node): header-based WS detection in auth; split unknown-bid vs mismatch logs
Previous fix used Context.WebSockets.IsWebSocketRequest, but that
requires UseWebSockets() to have already run — and UseBattleNode
(which calls UseWebSockets) is registered AFTER UseAuthentication
in Program.cs, so the WS feature isn't installed when auth runs.
Switch to reading the raw Upgrade header, which works regardless
of middleware order.

Also split the WS handler's "Unknown battle/viewer pair" warning
into two distinct cases so we can tell unknown-BattleId from
viewer-id-mismatch (which lets us see whether the bridge stored
the right viewer or the client is encrypting a different id).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 01:17:42 -04:00
gamer147
1252f7bd35 fix(battle-node): read WS credentials from headers; skip Steam auth on WS upgrades
Two issues caught in the real-client smoke:

1) BestHTTP's SocketOptions.AdditionalQueryParams puts BattleId and
   viewerId on HTTP request HEADERS for WebSocket-only transport
   (NOT on the URL query string as the in-battle/transport.md spec
   says). Real clients therefore send them as headers; our handler
   was reading from query and rejecting every connect with "Unknown
   battle/viewer pair: <bid>/<garbage>". Fix: header-first, query-
   fallback (so the integration test still works against TestServer).

2) The Steam auth handler was running on every WS upgrade and
   throwing NotSupportedException on Request.Body.Seek (Kestrel's
   HttpRequestStream doesn't support Seek, and a WS upgrade is GET
   with Content-Length: 0 anyway). It flooded logs and added no
   value — the battle node has its own per-connection credentials.
   Skip auth when IsWebSocketRequest is true.

Spec correction for in-battle/transport.md to follow.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 01:12:21 -04:00
gamer147
1dd6a70e8d feat(battle-node): WebSocket endpoint at /socket.io/ + DI extension methods 2026-05-31 22:34:54 -04:00