using System.Security.Cryptography; using SVSim.BattleNode.Sessions; namespace SVSim.BattleNode.Bridge; /// /// In-process implementation of . The HTTP-side /// do_matching controller calls , which mints a /// 12-digit decimal battle id, stashes a entry in the /// , and returns the node URL the client should connect to. /// The WebSocket handler resolves the same battle id back to the viewer on connect. /// public sealed class MatchingBridge : IMatchingBridge { private readonly IBattleSessionStore _store; private readonly BattleNodeOptions _options; public MatchingBridge(IBattleSessionStore store, BattleNodeOptions options) { _store = store; _options = options; } public PendingMatch RegisterPendingBattle(long viewerId, MatchContext context) { // 12-digit decimal battle id mirrors the captures (e.g. "975695075012"). // Two unbiased 6-digit draws concatenated — RandomNumberGenerator.GetInt32 uses // rejection sampling so the result is uniform on [0, 10^6). The previous // implementation (Guid.GetHashCode + mod) collapsed 128 bits into ~32 of entropy // and tripped Math.Abs(int.MinValue) UB on the unlucky hash. var hi = RandomNumberGenerator.GetInt32(0, 1_000_000); var lo = RandomNumberGenerator.GetInt32(0, 1_000_000); var battleId = $"{hi:D6}{lo:D6}"; _store.RegisterPending(new PendingBattle(battleId, viewerId, context)); return new PendingMatch(battleId, _options.NodeServerUrl); } }