InProcessPairUp now consults ModePolicyRegistry per call and reads the fallback threshold from MatchingConfig via IServiceScopeFactory (singleton service consuming a scoped IGameConfigService). New behavior for PvpFirstThenAiFallback modes: when the calling viewer IS the slot's waiter and Now - WaitingSince >= threshold, the waiter unparks and the bridge resolves a Bot match. PvpOnly modes (TK2) keep parking forever (modulo a 5-minute stale-waiter eviction backstop). TimeProvider is injected so tests can drive time forward with FakeTimeProvider — 7 new tests cover the four key transitions (stay-parked / pair-pvp / fall-back / stale-evict) plus per-mode isolation. Fixture uses [FixtureLifeCycle(InstancePerTestCase)] because the assembly is Parallelizable(ParallelScope.All). Program.cs registers ModePolicyRegistry with three rows: TK2 PvpOnly, rotation/unlimited rank PvpFirstThenAiFallback. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
130 lines
5.4 KiB
C#
130 lines
5.4 KiB
C#
using System.Collections.Concurrent;
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using Microsoft.Extensions.DependencyInjection;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.Database.Models.Config;
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using SVSim.Database.Services;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// In-process pair-up service: one slot per mode, FCFS pairing for PvP, plus an
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/// AI-fallback branch for modes whose <see cref="ModePolicy"/> is
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/// <see cref="PolicyKind.PvpFirstThenAiFallback"/>. The proper matching-queue API
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/// is a separate spec; this is the Phase-2 + Phase-3 placeholder.
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/// </summary>
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/// <remarks>
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/// Singleton (process-wide slot state) consuming a scoped <see cref="IGameConfigService"/>
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/// via <see cref="IServiceScopeFactory"/>. The config read is cheap — one DB read per
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/// pair-up call — and avoids caching policy decisions across config edits.
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/// </remarks>
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public sealed class InProcessPairUp : IMatchingPairUpService
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{
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/// <summary>
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/// Safety backstop: if a waiter has been parked for more than this and a new
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/// arriver shows up, treat the slot as empty (the original waiter has
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/// presumably stopped polling). Well above the AI-fallback threshold so it
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/// only fires for PvpOnly modes.
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/// </summary>
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private static readonly TimeSpan StaleWaiterEvictionAge = TimeSpan.FromMinutes(5);
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private readonly IMatchingBridge _bridge;
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private readonly ModePolicyRegistry _policies;
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private readonly IServiceScopeFactory _scopeFactory;
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private readonly TimeProvider _clock;
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private readonly ConcurrentDictionary<string, ModeSlot> _slots = new();
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public InProcessPairUp(
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IMatchingBridge bridge,
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ModePolicyRegistry policies,
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IServiceScopeFactory scopeFactory,
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TimeProvider clock)
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{
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_bridge = bridge;
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_policies = policies;
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_scopeFactory = scopeFactory;
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_clock = clock;
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}
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public Task<PairUpResult?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
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{
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var policy = _policies.For(mode);
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var threshold = TimeSpan.FromSeconds(GetThresholdSeconds());
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var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
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lock (slot.Lock)
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{
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// 1. Already-resolved match cached for this viewer? Consume + return.
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// The caller is the FIRST arriver picking up their cached pair — owner role.
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if (slot.Resolved.TryGetValue(player.ViewerId, out var cached))
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{
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slot.Resolved.Remove(player.ViewerId);
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return Task.FromResult<PairUpResult?>(
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new PairUpResult(cached.Match, IsOwner: true, IsAiFallback: cached.IsAiFallback));
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}
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// 2. Stale waiter eviction backstop.
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if (slot.Waiting is not null && slot.WaitingSince is { } since
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&& _clock.GetUtcNow() - since > StaleWaiterEvictionAge)
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{
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slot.Waiting = null;
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slot.WaitingSince = null;
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}
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// 3. Different viewer already waiting? Pair them.
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if (slot.Waiting is not null && slot.Waiting.ViewerId != player.ViewerId)
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{
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var p1 = slot.Waiting;
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var p2 = player;
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slot.Waiting = null;
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slot.WaitingSince = null;
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var match = _bridge.RegisterBattle(p1, p2, BattleType.Pvp);
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// Cache for the FIRST arriver's next poll (consume-on-read).
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slot.Resolved[p1.ViewerId] = (match, IsAiFallback: false);
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return Task.FromResult<PairUpResult?>(
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new PairUpResult(match, IsOwner: false, IsAiFallback: false));
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}
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// 4. Caller IS the waiter AND policy permits AI fallback AND threshold elapsed?
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if (slot.Waiting?.ViewerId == player.ViewerId
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&& policy.Kind == PolicyKind.PvpFirstThenAiFallback
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&& slot.WaitingSince is { } parkedAt
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&& _clock.GetUtcNow() - parkedAt >= threshold)
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{
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slot.Waiting = null;
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slot.WaitingSince = null;
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var match = _bridge.RegisterBattle(player, null, BattleType.Bot);
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return Task.FromResult<PairUpResult?>(
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new PairUpResult(match, IsOwner: true, IsAiFallback: true));
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}
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// 5. Park (first time only — preserve WaitingSince across sub-threshold re-polls).
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if (slot.Waiting is null)
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{
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slot.Waiting = player;
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slot.WaitingSince = _clock.GetUtcNow();
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}
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return Task.FromResult<PairUpResult?>(null);
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}
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}
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/// <summary>
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/// Resolves the current AI-fallback threshold from the scoped
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/// <see cref="IGameConfigService"/>. Singleton-safe via per-call scope creation.
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/// </summary>
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private int GetThresholdSeconds()
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{
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using var scope = _scopeFactory.CreateScope();
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var config = scope.ServiceProvider.GetRequiredService<IGameConfigService>();
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return config.Get<MatchingConfig>().RankBattleAiFallbackThresholdSeconds;
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}
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private sealed class ModeSlot
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{
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public BattlePlayer? Waiting { get; set; }
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public DateTimeOffset? WaitingSince { get; set; }
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public Dictionary<long, (PendingMatch Match, bool IsAiFallback)> Resolved { get; } = new();
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public object Lock { get; } = new();
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}
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}
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