Files
gamer147 b65cf81977 feat(matching): per-mode policy + AI-fallback branch in InProcessPairUp
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>
2026-06-02 01:09:42 -04:00

130 lines
5.4 KiB
C#

using System.Collections.Concurrent;
using Microsoft.Extensions.DependencyInjection;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.Database.Models.Config;
using SVSim.Database.Services;
namespace SVSim.EmulatedEntrypoint.Matching;
/// <summary>
/// In-process pair-up service: one slot per mode, FCFS pairing for PvP, plus an
/// AI-fallback branch for modes whose <see cref="ModePolicy"/> is
/// <see cref="PolicyKind.PvpFirstThenAiFallback"/>. The proper matching-queue API
/// is a separate spec; this is the Phase-2 + Phase-3 placeholder.
/// </summary>
/// <remarks>
/// Singleton (process-wide slot state) consuming a scoped <see cref="IGameConfigService"/>
/// via <see cref="IServiceScopeFactory"/>. The config read is cheap — one DB read per
/// pair-up call — and avoids caching policy decisions across config edits.
/// </remarks>
public sealed class InProcessPairUp : IMatchingPairUpService
{
/// <summary>
/// Safety backstop: if a waiter has been parked for more than this and a new
/// arriver shows up, treat the slot as empty (the original waiter has
/// presumably stopped polling). Well above the AI-fallback threshold so it
/// only fires for PvpOnly modes.
/// </summary>
private static readonly TimeSpan StaleWaiterEvictionAge = TimeSpan.FromMinutes(5);
private readonly IMatchingBridge _bridge;
private readonly ModePolicyRegistry _policies;
private readonly IServiceScopeFactory _scopeFactory;
private readonly TimeProvider _clock;
private readonly ConcurrentDictionary<string, ModeSlot> _slots = new();
public InProcessPairUp(
IMatchingBridge bridge,
ModePolicyRegistry policies,
IServiceScopeFactory scopeFactory,
TimeProvider clock)
{
_bridge = bridge;
_policies = policies;
_scopeFactory = scopeFactory;
_clock = clock;
}
public Task<PairUpResult?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct)
{
var policy = _policies.For(mode);
var threshold = TimeSpan.FromSeconds(GetThresholdSeconds());
var slot = _slots.GetOrAdd(mode, _ => new ModeSlot());
lock (slot.Lock)
{
// 1. Already-resolved match cached for this viewer? Consume + return.
// The 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<PairUpResult?>(
new PairUpResult(cached.Match, IsOwner: true, IsAiFallback: cached.IsAiFallback));
}
// 2. Stale waiter eviction backstop.
if (slot.Waiting is not null && slot.WaitingSince is { } since
&& _clock.GetUtcNow() - since > StaleWaiterEvictionAge)
{
slot.Waiting = null;
slot.WaitingSince = null;
}
// 3. Different viewer already waiting? Pair them.
if (slot.Waiting is not null && slot.Waiting.ViewerId != player.ViewerId)
{
var p1 = slot.Waiting;
var p2 = player;
slot.Waiting = null;
slot.WaitingSince = null;
var match = _bridge.RegisterBattle(p1, p2, BattleType.Pvp);
// Cache for the FIRST arriver's next poll (consume-on-read).
slot.Resolved[p1.ViewerId] = (match, IsAiFallback: false);
return Task.FromResult<PairUpResult?>(
new PairUpResult(match, IsOwner: false, IsAiFallback: false));
}
// 4. Caller IS the waiter AND policy permits AI fallback AND threshold elapsed?
if (slot.Waiting?.ViewerId == player.ViewerId
&& policy.Kind == PolicyKind.PvpFirstThenAiFallback
&& slot.WaitingSince is { } parkedAt
&& _clock.GetUtcNow() - parkedAt >= threshold)
{
slot.Waiting = null;
slot.WaitingSince = null;
var match = _bridge.RegisterBattle(player, null, BattleType.Bot);
return Task.FromResult<PairUpResult?>(
new PairUpResult(match, IsOwner: true, IsAiFallback: true));
}
// 5. Park (first time only — preserve WaitingSince across sub-threshold re-polls).
if (slot.Waiting is null)
{
slot.Waiting = player;
slot.WaitingSince = _clock.GetUtcNow();
}
return Task.FromResult<PairUpResult?>(null);
}
}
/// <summary>
/// Resolves the current AI-fallback threshold from the scoped
/// <see cref="IGameConfigService"/>. Singleton-safe via per-call scope creation.
/// </summary>
private int GetThresholdSeconds()
{
using var scope = _scopeFactory.CreateScope();
var config = scope.ServiceProvider.GetRequiredService<IGameConfigService>();
return config.Get<MatchingConfig>().RankBattleAiFallbackThresholdSeconds;
}
private sealed class ModeSlot
{
public BattlePlayer? Waiting { get; set; }
public DateTimeOffset? WaitingSince { get; set; }
public Dictionary<long, (PendingMatch Match, bool IsAiFallback)> Resolved { get; } = new();
public object Lock { get; } = new();
}
}