using System.Net.WebSockets; using System.Text.Json; using Microsoft.Extensions.Logging; using SVSim.BattleNode.Lifecycle; using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Sessions.Dispatch; using SVSim.BattleNode.Sessions.Dispatch.Handlers; using SVSim.BattleNode.Sessions.Participants; namespace SVSim.BattleNode.Sessions; /// /// v2 broker session. Holds two participants and brokers between them. Subscribes /// to each participant's ; on each frame, /// runs to determine the routing (target + frame + /// flag) and dispatches via . /// /// /// Wires both battle modes: Pvp (broadcast Matched/BattleStart per-perspective, forward /// gameplay frames between the two real participants) and Bot (ack-only, NoOp opponent). /// public sealed class BattleSession { private readonly ILogger _log; private readonly BattleSessionState _state = new(); /// One authoritative shadow engine per session (design ND2). Fed both clients' frames in /// pure shadow (N1): it tracks state but emits nothing and changes no route. N2+ flips outbound /// fields to engine reads. Constructed unconditionally; seats it /// once both decks are known, and every interaction is guarded so a shadow failure can never break /// live dispatch (ND6: log, never throw into the relay). private readonly Engine.SessionBattleEngine _engine = new(); /// Setup is attempted exactly once. A shadow engine that can't seat headless in this host /// (e.g. engine global state not initialized) stays not-ready and the shadow silently no-ops — /// never retried, never fatal. private bool _engineSetupAttempted; /// Guards: server-generated Deal is fed to the shadow engine exactly once (the first /// occurrence from either LoadedHandler invocation). Deal + Ready are server-generated frames the /// engine needs to drive the mulligan: Deal → StartDeal (cards deck→hand for the player seat, /// _firstDrawList for the opponent), Ready → CompleteMulligan → EnemyChangeCardVfx → opponent /// DrawFirstMulliganCard. Without them the engine's hand stays empty and every play throws /// "Target card was not found in hand cards". private bool _engineDealFed; /// Guards: server-generated Ready is fed to the shadow engine exactly once (the first /// Ready addressed to participant A). Fed as isPlayerSeat=false so the recovery path's /// OperateMulligan enters the OperateOppoMulligan branch — the only branch that invokes /// ReceiveOpponentMulligan → EnemyChangeCardVfx → DrawFirstMulliganCard. The player's mulligan /// was already processed during the Swap feed. private bool _engineReadyFed; /// True once this session has acquired the process-wide /// (and is therefore the single active engine owner). Drives the matching Release at battle /// end so the next session can take the engine. private bool _engineOwned; /// Serializes dispatch. Both participants' read loops raise FrameEmitted on their own /// threads, and a dispatch ( + the relay PushAsync calls) mutates /// shared, non-thread-safe state — the dictionaries and each /// participant's OutboundSequencer. This gate funnels both threads through one critical /// section so concurrent frames can't corrupt that state. private readonly SemaphoreSlim _dispatchGate = new(1, 1); /// The per-battle master seed (see ). /// Exposed for logging + future replay persistence. public int MasterSeed => _state.MasterSeed; public string BattleId { get; } public BattleType Type { get; } public IBattleParticipant A { get; } public IBattleParticipant B { get; } public SessionLifecycle Lifecycle => _state.Lifecycle; // Per-URI dispatch table. All 14 inbound URIs are registered (Tasks 5-14); unknown // URIs are dropped with a LogDebug in ComputeFrames. private static readonly IReadOnlyDictionary Handlers = BuildHandlers(); private static IReadOnlyDictionary BuildHandlers() { var retireKill = new RetireKillHandler(); var forwardWhenReady = new ForwardWhenBothReadyHandler(); return new Dictionary { [NetworkBattleUri.InitNetwork] = new InitNetworkHandler(), [NetworkBattleUri.InitBattle] = new InitBattleHandler(), [NetworkBattleUri.Loaded] = new LoadedHandler(), [NetworkBattleUri.Swap] = new SwapHandler(), [NetworkBattleUri.TurnEnd] = new TurnEndHandler(), [NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(), [NetworkBattleUri.Retire] = retireKill, [NetworkBattleUri.Kill] = retireKill, [NetworkBattleUri.TurnStart] = new TurnStartHandler(), [NetworkBattleUri.Judge] = new JudgeHandler(), [NetworkBattleUri.PlayActions] = new PlayActionsHandler(), [NetworkBattleUri.Echo] = new EchoHandler(), [NetworkBattleUri.TurnEndActions] = new TurnEndActionsHandler(), [NetworkBattleUri.JudgeResult] = forwardWhenReady, }; } private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) => new() { A = A, B = B, From = from, Other = ReferenceEquals(from, A) ? B : A, Env = env, BattleId = BattleId, State = _state, Engine = _engine, }; public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b, ILogger log) { BattleId = battleId; Type = type; A = a; B = b; _log = log; _log.LogInformation("BattleSession {Bid}: master seed {Seed}", BattleId, _state.MasterSeed); // Subscribe to both participants' emissions. A.FrameEmitted += OnFrameFromA; B.FrameEmitted += OnFrameFromB; } public async Task RunAsync(CancellationToken cancellation) { using var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellation); var aTask = A.RunAsync(cts.Token); var bTask = B.RunAsync(cts.Token); if (Type == BattleType.Pvp) { // WhenAny: first WS drop / first graceful close triggers cascade. Pvp has two // RealParticipants; we synthesize a BattleFinish for the survivor if either side // terminates first. var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false); var survivor = first == aTask ? B : A; if (Lifecycle != SessionLifecycle.Terminal) { // Involuntary drop (no graceful Retire): synthesize BattleFinish(DisconnectWin) // to survivor. DisconnectWin=201 → client renders "opponent disconnected" → // WIN UI; the legacy Win=1 used here previously rendered "no contest". try { await survivor.PushAsync( BattleFrames.BuildBattleFinish(BattleResult.DisconnectWin), Stock.Bypass, cancellation) .ConfigureAwait(false); } catch (Exception ex) { _log.LogWarning(ex, "BattleSession {Bid}: failed to push BattleFinish to survivor (their WS may also be closed)", BattleId); } _state.Lifecycle = SessionLifecycle.Terminal; } cts.Cancel(); // unblock the survivor's RunAsync read loop try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); } catch (Exception ex) when (ex is OperationCanceledException or WebSocketException) { } catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All( e => e is OperationCanceledException or WebSocketException)) { } catch (Exception ex) { _log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (PvP drain)", BattleId); } } else { // Bot mode: the NoOp opponent's RunAsync returns immediately; wait for the real // participant. The session keeps running for the real one. try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); } catch (Exception ex) when (ex is OperationCanceledException or WebSocketException) { } catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All( e => e is OperationCanceledException or WebSocketException)) { } catch (Exception ex) { _log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (Bot drain)", BattleId); } } // Unsubscribe event handlers so the session + state aren't pinned by live delegates. A.FrameEmitted -= OnFrameFromA; B.FrameEmitted -= OnFrameFromB; // Release per-participant outbound archives at battle-end // (only RealParticipant has one; bots don't archive). if (A is RealParticipant rpA) rpA.Outbound.Clear(); if (B is RealParticipant rpB) rpB.Outbound.Clear(); try { await Task.WhenAll( A.TerminateAsync(BattleFinishReason.NormalFinish), B.TerminateAsync(BattleFinishReason.NormalFinish)) .ConfigureAwait(false); await A.DisposeAsync().ConfigureAwait(false); await B.DisposeAsync().ConfigureAwait(false); _dispatchGate.Dispose(); } finally { // Release the single-active-engine gate exactly once, in a finally so a throw from the // terminate/dispose teardown above can never leak it to the next session (the gate is a // process-global static shared across all sessions, incl. across tests in one process). if (_engineOwned) Engine.EngineSessionGate.Release(); } } private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct); private Task OnFrameFromB(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(B, env, ct); private async Task HandleFrameAsync(IBattleParticipant from, MsgEnvelope env, CancellationToken ct) { await _dispatchGate.WaitAsync(ct).ConfigureAwait(false); try { var routes = ComputeFrames(from, env); foreach (var (target, frame, stock) in routes) { await target.PushAsync(frame, stock, ct); } } catch (Exception ex) { _log.LogError(ex, "BattleSession {Bid}: unhandled in HandleFrameAsync", BattleId); } finally { _dispatchGate.Release(); } } /// /// Pure-logic dispatch: given an inbound frame from one participant, return the list /// of (target, frame, stock) routes the session should dispatch. Transitions /// . Extracted so unit tests can drive the dispatch without /// standing up real participants. /// internal IReadOnlyList ComputeFrames(IBattleParticipant from, MsgEnvelope env) { // Shadow engine (N1): seat-once then ingest this frame, fully isolated from dispatch. The // wire output below is byte-for-byte unchanged — routes still come from the existing handlers; // the engine only observes (ND1). A shadow failure is logged and swallowed (ND6), never thrown // into the relay. try { EnsureEngineSetup(); ShadowIngest(from, env); } catch (Exception ex) { _log.LogWarning(ex, "BattleSession {Bid}: shadow engine error (ignored)", BattleId); } if (Handlers.TryGetValue(env.Uri, out var handler)) { var routes = handler.Handle(BuildContext(from, env)); try { ShadowFeedServerFrames(routes); } catch (Exception ex) { _log.LogWarning(ex, "BattleSession {Bid}: shadow engine error feeding server frames (ignored)", BattleId); } return routes; } _log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in lifecycle={Lifecycle} from vid={Vid}", BattleId, env.Uri, Lifecycle, from.ViewerId); return Array.Empty(); } /// Feed server-generated mulligan frames (Deal, Swap response, Ready) into the shadow /// engine. These frames are produced by LoadedHandler/SwapHandler and dispatched only to clients /// — they never enter because they're not client-sent. But the engine /// needs them to drive the mulligan: Deal seats the hand, Ready completes the opponent's hand. /// The test harness (NodeNativeBattleHarness) feeds these directly; this method is the /// live-session equivalent. private void ShadowFeedServerFrames(IReadOnlyList routes) { if (!_engine.IsReady) return; foreach (var (target, frame, _) in routes) { switch (frame.Uri) { case NetworkBattleUri.Deal when !_engineDealFed: _engineDealFed = true; _log.LogWarning("BattleSession {Bid}: DEAL DIAG BEFORE: {Diag}", BattleId, _engine.DiagnoseDealState()); ShadowFeed(frame, isPlayerSeat: true, "Deal"); _log.LogWarning("BattleSession {Bid}: DEAL DIAG AFTER: {Diag}", BattleId, _engine.DiagnoseDealState()); break; case NetworkBattleUri.Swap: // The Swap RESPONSE (server-authored, carries post-mulligan self hand as // pos→idx) must go to the engine for the correct seat. The client-sent Swap // ({idxList}) also enters ShadowIngest but is harmless — its selfIdxList // parses to null (no "self" key) so FirstMulliganOperation no-ops. bool swapIsPlayer = ReferenceEquals(target, A); ShadowFeed(frame, swapIsPlayer, $"SwapResponse({(swapIsPlayer ? "A" : "B")})"); break; case NetworkBattleUri.Ready when !_engineReadyFed && ReferenceEquals(target, A): _engineReadyFed = true; // Feed A's Ready (carries A's idxChangeSeed → receiver seeds _selfXorShiftRandom). ShadowFeed(frame, isPlayerSeat: false, "Ready"); // Seed B's XorShift separately — A's Ready doesn't carry B's seed. _engine.SeedOppoIdxChange(BattleSeeds.IdxChange(_state.MasterSeed, B.ViewerId)); break; } } } private void ShadowFeed(MsgEnvelope frame, bool isPlayerSeat, string label) { var engineFrame = frame.Body is RawBody ? frame : frame with { Body = ToRawBody(frame.Body) }; var r = _engine.Receive(engineFrame, isPlayerSeat); if (r.Diverged) _log.LogWarning("BattleSession {Bid}: shadow engine diverged on {Label} feed: {Reason}", BattleId, label, r.RejectReason); if (frame.Uri is NetworkBattleUri.Deal or NetworkBattleUri.Swap or NetworkBattleUri.Ready) LogEngineHandState(frame.Uri, $"ShadowFeed({label})"); } private static readonly JsonSerializerOptions _bodyJsonOptions = Wire.WireJsonOptions.CamelCase; /// Convert a typed body record (DealBody, SwapResponseBody, ReadyBody, etc.) to the /// the engine receiver expects. Serialize → JsonElement → ToObject (the /// same deep-conversion MsgEnvelope.FromJson uses for incoming wire frames). private static RawBody ToRawBody(IMsgBody? body) { if (body is null) return new RawBody(new Dictionary()); var el = JsonSerializer.SerializeToElement(body, body.GetType(), _bodyJsonOptions); var dict = el.EnumerateObject() .ToDictionary(p => p.Name, p => MsgEnvelope.ToObject(p.Value)); return new RawBody(dict); } /// Seat the shadow engine once, from the master seed + both deterministically-shuffled /// decks the node already computed (F-N-5). Attempted a single time; if the host can't seat the /// engine headless, it stays not-ready and the shadow no-ops for the rest of the battle. private void EnsureEngineSetup() { if (_engineSetupAttempted) return; _engineSetupAttempted = true; // Single-active-engine gate: the engine's process-global turn state can't back two concurrent // battles, so only one session may own it (carried-risk B). On failure we DON'T set the engine // up — it stays not-ready and ShadowIngest no-ops on !IsReady — and log the limitation loudly // (not a silent fallback). Per-session isolation (dropping the gate) is the tracked follow-up. if (!Engine.EngineSessionGate.TryAcquire()) { _log.LogWarning("BattleSession {Bid}: another battle owns the engine; this battle runs " + "WITHOUT engine-sourced fields (single-active-engine limitation — per-session isolation pending)", BattleId); return; } _engineOwned = true; // Seed the engine's StableRandom with BattleSeeds.Stable(MasterSeed) — the SAME value the // Matched frame ships to both clients (InitBattleHandler.cs:28). The clients seed their // System.Random with Matched.seed (BattleManagerBase.cs:721), so the engine's stream must // share that derivation to track. MasterSeed itself is a root only — every wire-facing seed // (Stable, IdxChange, DeckShuffle) is a BattleSeeds.Derive(...) of it; the engine never // consumes the root directly. Live regression: bid 654473755566 had MasterSeed=1184631275 // and Stable=1543475792 (the Matched.seed); seeding the engine with the raw root made every // turn-1+ draw pick a different deck position than the clients, so the opponent's first // non-mulligan play addressed a card the engine never drew → HandCardToField threw. _engine.Setup(BattleSeeds.Stable(_state.MasterSeed), _state.GetShuffledDeck(A), _state.GetShuffledDeck(B), (int)A.Context.ClassId, (int)B.Context.ClassId); } private void ShadowIngest(IBattleParticipant from, MsgEnvelope env) { if (!_engine.IsReady) return; bool isPlayerSeat = ReferenceEquals(from, A); var r = _engine.Receive(env, isPlayerSeat); if (r.Diverged) _log.LogWarning("BattleSession {Bid}: shadow engine diverged on {Uri}: {Reason}", BattleId, env.Uri, r.RejectReason); if (env.Uri is NetworkBattleUri.Swap or NetworkBattleUri.TurnStart or NetworkBattleUri.PlayActions) LogEngineHandState(env.Uri, $"ShadowIngest(seat={(isPlayerSeat ? "A" : "B")})"); } private void LogEngineHandState(NetworkBattleUri uri, string label) { if (!_engine.IsReady) return; var aIdxs = string.Join(",", Enumerable.Range(0, _engine.HandCount(true)) .Select(i => _engine.HandCardIndex(true, i))); var bIdxs = string.Join(",", Enumerable.Range(0, _engine.HandCount(false)) .Select(i => _engine.HandCardIndex(false, i))); _log.LogInformation("BattleSession {Bid}: engine hand after {Uri} {Label}: A=[{AHand}] B=[{BHand}]", BattleId, uri, label, aIdxs, bIdxs); } }