using SVSim.BattleNode.Bridge;
namespace SVSim.EmulatedEntrypoint.Matching;
///
/// Minimal in-process matching queue stand-in. The proper queue API is a separate
/// spec; this is enough to actually pair two viewers polling /do_matching on the
/// same mode.
///
public interface IMatchingPairUpService
{
///
/// Try to pair the calling viewer with an already-waiting partner.
/// Returns the resolved when a partner was found
/// (either this call paired with a waiter, or a previous pairing's result is
/// still cached for this viewer). Returns null if this viewer is the first
/// arriver and should be parked (caller returns 3002 RETRY).
///
Task TryPairAsync(string mode, BattlePlayer player, CancellationToken ct);
}
///
/// A resolved pair-up for a single caller.
///
/// distinguishes the "original waiter" (first arriver, whose
/// cached result is being consumed on a follow-up poll — maps to wire matching_state
/// 3007 = RC_BATTLE_MATCHING_SUCCEEDED_OWNER) from the "joiner" (second arriver,
/// whose poll triggered the pair — maps to 3004 = RC_BATTLE_MATCHING_SUCCEEDED).
///
///
/// The split mirrors prod's TK2 wire flow (waiter sees 3007, joiner sees 3004) but
/// is observationally inert in the public-matching code path: the client's
/// Matching class writes isOwner from the response into a field that
/// nothing else in TK2/ranked reads. We send the split anyway for prod fidelity in
/// case a future flow (rematch UI, private rooms grafted on top) starts consuming it.
///
///
/// is true when the resolution came from the
/// PvpFirstThenAiFallback policy expiring its threshold — caller is paired
/// with a silent NoOpBotParticipant. Maps to matching_state 3011
/// (AI_BATTLE_MATCHING_SUCCEEDED). Always false for PvpOnly modes (TK2).
///
///
public sealed record PairUpResult(PendingMatch Match, bool IsOwner, bool IsAiFallback);