Audit Md11 (part 2 of 2). Adds an explicit Clear() so BattleSession can release the archive at battle-end instead of waiting for the participant to be GC'd. _next is intentionally NOT reset — a post-Clear emit is a bug per the design, but the seq stream must stay monotonic if it does happen. Tests cover empty archive after Clear, _next preservation across Clear, and Clear-on-empty no-op. The BattleSession integration that calls Clear lands in the next commit. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Reliability;
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/// <summary>
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/// Per-session outbound ledger. Assigns monotonic playSeq to ordered pushes and archives
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/// them for future Resume retransmit (v2). No-stock control pushes (BattleFinish/JudgeResult/Resume)
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/// are wrapped with no playSeq and skip the archive.
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/// </summary>
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public sealed class OutboundSequencer
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{
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private long _next = 1;
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private readonly Dictionary<long, MsgEnvelope> _archive = new();
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public IReadOnlyDictionary<long, MsgEnvelope> Archive => _archive;
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public MsgEnvelope AssignAndArchive(MsgEnvelope envelope)
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{
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var seq = _next++;
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var stamped = envelope with { PlaySeq = seq };
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_archive[seq] = stamped;
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return stamped;
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}
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public MsgEnvelope WrapNoStock(MsgEnvelope envelope) =>
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envelope with { PlaySeq = null };
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/// <summary>
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/// Drop all archived envelopes. Called from BattleSession's terminate cascade so
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/// the archive — the heavy state — is released the moment the battle ends, rather
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/// than waiting for the participant to be GC'd. <c>_next</c> is left untouched:
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/// a participant emitting after Clear is a bug, not a recovery case, but the seq
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/// stream stays monotonic so a stray emit doesn't silently re-use a playSeq value.
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/// </summary>
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public void Clear() => _archive.Clear();
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}
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