Files
SVSimServer/SVSim.BattleNode/Hosting/BattleNodeExtensions.cs
gamer147 2789dc08cb feat(battle-node): WaitingRoom for PvP WS rendezvous
Per-BattleId slot keyed dict. Pair returns the first arriver to the
second; ParkAsync awaits a TCS and returns the second arriver. Timeout
defaults to BattleNodeOptions.WaitingRoomTimeout (60s); evict on timeout
keeps the dict clean. Singleton in DI; consumed by the handler in the
next task.
2026-06-01 21:55:11 -04:00

71 lines
3.3 KiB
C#

using Microsoft.AspNetCore.Builder;
using Microsoft.Extensions.DependencyInjection;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
namespace SVSim.BattleNode.Hosting;
/// <summary>
/// Registration + pipeline extensions that turn an arbitrary ASP.NET Core host into a battle
/// node. The library has no dependency on any specific host project — call both methods from
/// wherever you build your <see cref="WebApplication"/>.
/// </summary>
public static class BattleNodeExtensions
{
/// <summary>
/// Register the battle node's services in DI. All four are singletons because none of them
/// carry per-request state — per-battle state lives on the <see cref="BattleSession"/>
/// instance the WebSocket handler constructs on connect.
/// </summary>
/// <param name="configure">
/// Optional callback to override <see cref="BattleNodeOptions"/> defaults. The default
/// <c>NodeServerUrl</c> assumes the EmulatedEntrypoint host on
/// <c>http://localhost:5148</c> and shares the port for the Socket.IO endpoint. Override
/// when the node runs on a different port/host or behind a reverse proxy.
/// </param>
public static IServiceCollection AddBattleNode(this IServiceCollection services, Action<BattleNodeOptions>? configure = null)
{
var options = new BattleNodeOptions();
configure?.Invoke(options);
services.AddSingleton(options);
services.AddSingleton<IBattleSessionStore, InMemoryBattleSessionStore>();
services.AddSingleton<IMatchingBridge, MatchingBridge>();
services.AddSingleton<IWaitingRoom, WaitingRoom>();
services.AddSingleton<BattleNodeWebSocketHandler>();
return services;
}
/// <summary>
/// Wire up the WebSocket middleware and map the Socket.IO endpoint at <c>/socket.io/</c>.
/// Call this AFTER any HTTP middleware that should still see non-WS requests (auth,
/// routing, controllers) and BEFORE <c>MapControllers()</c>. The endpoint accepts any
/// path under <c>/socket.io</c>; the handler doesn't read the sub-path, so default
/// Socket.IO clients targeting <c>/socket.io/?EIO=3&amp;transport=websocket</c> work
/// without configuration.
/// </summary>
/// <remarks>
/// Steam auth gets a free pass on WS upgrades — see
/// <c>SteamSessionAuthenticationHandler</c>'s header-based bypass. The node has its own
/// per-connection auth (encrypted viewerId in the upgrade headers, validated against the
/// matched battle id in <see cref="BattleNodeWebSocketHandler.HandleAsync"/>).
/// </remarks>
public static IApplicationBuilder UseBattleNode(this IApplicationBuilder app)
{
app.UseWebSockets();
app.Map("/socket.io", branch => branch.Run(HandleSocketIoAsync));
return app;
}
/// <summary>
/// Terminal handler for <c>/socket.io/*</c> — resolves the singleton
/// <see cref="BattleNodeWebSocketHandler"/> from DI and hands the request over.
/// Extracted from the inline lambda in <see cref="UseBattleNode"/> so stack traces
/// show a real method name during WS connect failures.
/// </summary>
private static async Task HandleSocketIoAsync(Microsoft.AspNetCore.Http.HttpContext ctx)
{
var handler = ctx.RequestServices.GetRequiredService<BattleNodeWebSocketHandler>();
await handler.HandleAsync(ctx);
}
}