using System.Collections.Concurrent;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
namespace SVSim.EmulatedEntrypoint.Matching;
///
/// In-process FCFS pair-up: one waiting slot per mode, plus a per-viewer cache of
/// resolved matches for the first arriver's next poll (consume-on-read).
///
public sealed class InProcessPairUp : IMatchingPairUpService
{
private readonly IMatchingBridge _bridge;
private readonly ConcurrentDictionary _slots = new();
public InProcessPairUp(IMatchingBridge bridge)
{
_bridge = bridge;
}
public Task TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
{
var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
lock (slot.Lock)
{
// 1. Already-resolved match cached for this viewer? Consume + return.
// This caller is the FIRST arriver picking up their cached pair — owner role.
if (slot.Resolved.TryGetValue(player.ViewerId, out var cached))
{
slot.Resolved.Remove(player.ViewerId);
return Task.FromResult(new PairUpResult(cached, IsOwner: true));
}
// 2. Someone already waiting in this slot? Pair with them.
// This caller is the SECOND arriver who triggered the pair — joiner role.
if (slot.Waiting is not null)
{
if (slot.Waiting.ViewerId == player.ViewerId)
{
// Same viewer polled twice while parked — keep them parked.
return Task.FromResult(null);
}
var p1 = slot.Waiting;
var p2 = player;
slot.Waiting = null;
var match = _bridge.RegisterBattle(p1, p2, BattleType.Pvp);
// Cache the result for the FIRST arriver's next poll (consume-on-read).
slot.Resolved[p1.ViewerId] = match;
return Task.FromResult(new PairUpResult(match, IsOwner: false));
}
// 3. Empty slot — park this caller.
slot.Waiting = player;
return Task.FromResult(null);
}
}
private sealed class ModeSlot
{
public BattlePlayer? Waiting { get; set; }
public Dictionary Resolved { get; } = new();
public object Lock { get; } = new();
}
}