AIBotProfile carries the cosmetic metadata the AI rank-battle start
endpoint composes into oppo_info. BotRoster.Pick is deterministic per
MatchContext so mid-flight retries get the same opponent. ai_id values
4001..4008 are placeholders per the existing ai-start.md TODO — we have
no live capture of the prod catalog.
Future improvement: migrate Roster to a bot-roster.json seed under
SVSim.Bootstrap/Data/seeds/ for editability without rebuilds.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
InProcessPairUp now consults ModePolicyRegistry per call and reads the
fallback threshold from MatchingConfig via IServiceScopeFactory (singleton
service consuming a scoped IGameConfigService). New behavior for
PvpFirstThenAiFallback modes: when the calling viewer IS the slot's
waiter and Now - WaitingSince >= threshold, the waiter unparks and the
bridge resolves a Bot match. PvpOnly modes (TK2) keep parking forever
(modulo a 5-minute stale-waiter eviction backstop).
TimeProvider is injected so tests can drive time forward with
FakeTimeProvider — 7 new tests cover the four key transitions
(stay-parked / pair-pvp / fall-back / stale-evict) plus per-mode
isolation. Fixture uses [FixtureLifeCycle(InstancePerTestCase)] because
the assembly is Parallelizable(ParallelScope.All).
Program.cs registers ModePolicyRegistry with three rows: TK2 PvpOnly,
rotation/unlimited rank PvpFirstThenAiFallback.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Pure shape change ahead of Phase 3 AI-fallback wiring — all current
callers pass IsAiFallback: false. TK2 will always emit false (PvpOnly
policy); rank-battle's PvpFirstThenAiFallback branch sets true after
the threshold elapses.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds PolicyKind enum (PvpOnly, PvpFirstThenAiFallback), ModePolicy
record, and ModePolicyRegistry singleton with last-wins dict + PvpOnly
default for unknown modes. Wired into InProcessPairUp in a later task.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Mirrors prod's TK2 wire flow: the first arriver (parked, picks up cached
pair on a later poll) gets matching_state 3007 (SUCCEEDED_OWNER); the
second arriver (whose poll triggered the pair) gets 3004 (SUCCEEDED).
Observationally inert in the public matching code path today — the
client's Matching class writes isOwner from the response into a field
that nothing in TK2/ranked reads. Matching_Room (private rooms) DOES
read it but from a separate code path that doesn't consult our response.
We send the split anyway for prod fidelity and to leave room for future
flows (rematch UI, etc.) that might start consuming it.
TryPairAsync now returns PairUpResult(Match, IsOwner) instead of bare
PendingMatch?, so the controller can decide owner vs joiner without
re-deriving it.
Also documents on DoMatchingResponseDto why we omit prod's `room_id`
field (not in the client's DoMatchingDetail model; private-room flows
get their room id from a different API and don't consult this response).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Tiny per-mode FCFS slot. First poller parks; second pairs and triggers
bridge.RegisterBattle(p1, p2, Pvp). Match cached for first poller's
next poll (consume-on-read). No MMR, no cross-mode, no timeouts --
the proper queue API is a separate spec; this is the smallest thing
that lets TK2 PvP work end-to-end.