Files
SVSimServer/SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs
gamer147 24180d5b4b refactor(battle-node): de-magic wire flags and scattered constants
Quality pass from the 2026-06-04 BattleNode review (audit in the outer
repo). All changes are behavior-preserving — identical wire bytes,
verified by the full 1008-test suite staying green.

- Name scattered magic numbers: crypto key/IV lengths, outbound-sequencer
  base, WS receive buffer / EIO ping / SID length, polite-close timeout,
  upgrade-credential keys, battle-id digit math, deterministic-turn spin.
- resultCode = 1 -> (int)ReceiveNodeResultCode.Success across body records.
- Pong "3" -> EngineIoPacketType.Pong; remove dead NoOpBotParticipant.Touch
  (replace with #pragma warning disable CS0067).
- Wire-flag enums, serialized as numbers via JsonNumberEnumConverter:
  turnState -> TurnState{First,Second}, isSelf -> CardOwner{Opponent,Self},
  open -> ChoiceVisibility{Hidden,Open}.
- isOfficial / isInvoke -> bool / bool? via new NumericBoolJsonConverter
  (reads/writes 0/1; TDD'd). Scoped to the BattleNode wire boundary only;
  MatchContext and the HTTP/AI-start path stay int (AI-start uses -1 as a
  sentinel, so it is not boolean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:46:09 -04:00

255 lines
12 KiB
C#

using System.Net.WebSockets;
using System.Text;
using Microsoft.AspNetCore.Http;
using Microsoft.Extensions.Logging;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
using SVSim.BattleNode.Sessions.Participants;
using SVSim.BattleNode.Wire;
namespace SVSim.BattleNode.Hosting;
/// <summary>
/// Validates an incoming WebSocket upgrade request, accepts it, and hands off to a fresh
/// <see cref="BattleSession"/>. Singleton; no per-request state.
/// </summary>
/// <remarks>
/// <para>The validation chain — cheapest checks first, crypto only after both params are
/// present, WS accept only after the store lookup confirms the credentials match an outstanding
/// pending battle:</para>
/// <list type="number">
/// <item>Reject non-WS requests with 400 (someone hit <c>/socket.io/</c> via plain HTTP).</item>
/// <item>Read <c>BattleId</c> and encrypted <c>viewerId</c> from request headers, falling back
/// to query string. The real client puts them on headers despite BestHTTP's
/// <c>AdditionalQueryParams</c> API name — see project README §Wire-format gotchas.</item>
/// <item>Decrypt the viewerId with <see cref="NodeCrypto.DecryptForNode"/>; reject on
/// parse/decrypt failure.</item>
/// <item>Look up the <see cref="PendingBattle"/> in the store and verify the decrypted viewer
/// matches the one the <see cref="Bridge.IMatchingBridge"/> registered.</item>
/// <item>AcceptWebSocketAsync, remove the pending entry (it's now an active session), construct
/// <see cref="BattleSession"/>, await <see cref="BattleSession.RunAsync"/> until the WS
/// closes.</item>
/// </list>
/// </remarks>
public sealed class BattleNodeWebSocketHandler
{
/// <summary>Header/query key names carrying the upgrade credentials — the auth contract
/// with the client (and the loader that sets them). Single source of truth for both ends.</summary>
private const string BattleIdCredential = "BattleId";
private const string ViewerIdCredential = "viewerId";
/// <summary>Grace period for the close handshake on a bail-out path. A fresh, short timeout —
/// <c>ctx.RequestAborted</c> may already be canceled by the path that decided to bail.</summary>
private static readonly TimeSpan PoliteCloseTimeout = TimeSpan.FromSeconds(5);
private readonly IBattleSessionStore _store;
private readonly IWaitingRoom _waitingRoom;
private readonly BattleNodeOptions _options;
private readonly ILogger<BattleNodeWebSocketHandler> _log;
private readonly ILoggerFactory _loggerFactory;
public BattleNodeWebSocketHandler(
IBattleSessionStore store,
IWaitingRoom waitingRoom,
BattleNodeOptions options,
ILoggerFactory loggerFactory)
{
_store = store;
_waitingRoom = waitingRoom;
_options = options;
_loggerFactory = loggerFactory;
_log = loggerFactory.CreateLogger<BattleNodeWebSocketHandler>();
}
/// <summary>
/// Endpoint entry point. Sets <see cref="HttpContext.Response"/> to 400 on any validation
/// failure; otherwise upgrades to a WebSocket and awaits
/// <see cref="BattleSession.RunAsync"/> until the connection closes.
/// </summary>
public async Task HandleAsync(HttpContext ctx)
{
// Status code mapping: 400 protocol violations (not WS, missing creds);
// 401 credential validation failures (decrypt, viewer mismatch); 404 unknown
// BattleId. Log messages carry the diagnostic detail; the wire code gives the
// client class of failure.
if (!ctx.WebSockets.IsWebSocketRequest)
{
ctx.Response.StatusCode = StatusCodes.Status400BadRequest;
return;
}
// BestHTTP's SocketOptions.AdditionalQueryParams puts these on HTTP request HEADERS
// for the WebSocket-only transport (not on the URL query string). Real clients
// therefore send BattleId/viewerId as headers; the integration test sends them as
// query params for convenience. Check headers first, fall back to query.
var battleId = ReadCredential(ctx, BattleIdCredential);
var encryptedViewerId = ReadCredential(ctx, ViewerIdCredential);
if (string.IsNullOrEmpty(battleId) || string.IsNullOrEmpty(encryptedViewerId))
{
_log.LogWarning("WS upgrade missing BattleId or viewerId (header or query).");
ctx.Response.StatusCode = StatusCodes.Status400BadRequest;
return;
}
long viewerId;
try
{
var plain = NodeCrypto.DecryptForNode(encryptedViewerId);
viewerId = long.Parse(plain);
}
catch (Exception ex)
{
_log.LogWarning(ex, "viewerId failed to decrypt (encryptedLen={Len})", encryptedViewerId.Length);
ctx.Response.StatusCode = StatusCodes.Status401Unauthorized;
return;
}
var pending = _store.TryGetPending(battleId);
if (pending is null)
{
_log.LogWarning(
"WS upgrade for unknown BattleId={Bid} (decrypted viewerId={Vid}). " +
"Bridge may not have minted this battle, or it was already consumed/expired.",
battleId, viewerId);
ctx.Response.StatusCode = StatusCodes.Status404NotFound;
return;
}
var isP1 = viewerId == pending.P1.ViewerId;
var isP2 = pending.P2 is not null && viewerId == pending.P2.ViewerId;
if (!isP1 && !isP2)
{
_log.LogWarning(
"WS upgrade viewer-id mismatch on BattleId={Bid}: bridge expected={P1}/{P2}, decrypted={Got}.",
battleId, pending.P1.ViewerId, pending.P2?.ViewerId, viewerId);
ctx.Response.StatusCode = StatusCodes.Status401Unauthorized;
return;
}
var ws = await ctx.WebSockets.AcceptWebSocketAsync();
switch (pending.Type)
{
case BattleType.Pvp:
{
// Pick this connection's MatchContext (P1's if isP1, P2's if isP2).
var selfCtx = isP1 ? pending.P1.Context : pending.P2!.Context;
var self = new RealParticipant(ws, viewerId, selfCtx,
_loggerFactory.CreateLogger<RealParticipant>(), _options.DiagnosticLogging);
var firstArriver = _waitingRoom.Pair(battleId, self);
if (firstArriver is not null)
{
// We are the SECOND arriver. Construct and drive the session.
_store.RemovePending(battleId);
var session = new BattleSession(
battleId, BattleType.Pvp, firstArriver, self,
_loggerFactory.CreateLogger<BattleSession>());
try
{
await session.RunAsync(ctx.RequestAborted);
}
finally
{
firstArriver.MarkSessionFinished();
}
}
else
{
// We are the FIRST arriver. Park; ParkAsync returns the second arriver
// on pairing, null on timeout / cancellation / TryAdd race.
var second = await _waitingRoom.ParkAsync(
battleId, self, _options.WaitingRoomTimeout, ctx.RequestAborted);
if (second is null)
{
// Either timeout (most common) or Park/Park race. Retry Pair once.
second = _waitingRoom.Pair(battleId, self);
if (second is null)
{
_log.LogWarning(
"PvP waiting-room timeout or race on BattleId={Bid}; first arriver disconnected.",
battleId);
_store.RemovePending(battleId);
await TryPoliteCloseAsync(ws, "waiting-room timeout", battleId);
return;
}
// Retry succeeded — we're the de-facto second arriver now. Own the session.
_store.RemovePending(battleId);
var raceSession = new BattleSession(
battleId, BattleType.Pvp, second, self,
_loggerFactory.CreateLogger<BattleSession>());
try { await raceSession.RunAsync(ctx.RequestAborted); }
finally { second.MarkSessionFinished(); }
return;
}
// Normal first-arriver path: session is being constructed/driven by the
// second arriver. Hold this HTTP request open until they signal completion.
// Do NOT call self.RunAsync — the session already does.
await self.AwaitSessionFinishedAsync(ctx.RequestAborted);
}
break;
}
case BattleType.Bot:
{
// Phase 3: real (Real, NoOp) session. Bot's pending always has P2 == null
// (per IMatchingBridge contract validation), so isP1 must be true here. The
// earlier isP1/isP2 check has already rejected viewer mismatches.
_store.RemovePending(battleId);
var botReal = new RealParticipant(ws, viewerId, pending.P1.Context,
_loggerFactory.CreateLogger<RealParticipant>(), _options.DiagnosticLogging);
var noopBot = new NoOpBotParticipant();
var botSession = new BattleSession(battleId, BattleType.Bot, botReal, noopBot,
_loggerFactory.CreateLogger<BattleSession>());
await botSession.RunAsync(ctx.RequestAborted);
break;
}
default:
_log.LogError("Unknown BattleType={Type} for BattleId={Bid}; closing WS", pending.Type, battleId);
await TryPoliteCloseAsync(ws, $"unknown BattleType={pending.Type}", battleId);
return;
}
}
private static string ReadCredential(HttpContext ctx, string name)
{
var header = ctx.Request.Headers[name].ToString();
if (!string.IsNullOrEmpty(header)) return header;
return ctx.Request.Query[name].ToString();
}
/// <summary>
/// Emit an EIO <c>1</c> (Close) text frame, then run the WebSocket close handshake with
/// <see cref="WebSocketCloseStatus.NormalClosure"/>. Without the EIO frame, BestHTTP /
/// socket.io-client log the disconnect as an abrupt drop rather than a controlled
/// disconnect; without the close handshake, the client only sees the TCP teardown after
/// Kestrel finishes draining. Best-effort: any exception (already-torn-down socket,
/// canceled token) is swallowed at Debug level since teardown races are routine.
/// </summary>
private async Task TryPoliteCloseAsync(WebSocket ws, string reason, string battleId)
{
using var cts = new CancellationTokenSource(PoliteCloseTimeout);
try
{
if (ws.State == WebSocketState.Open)
{
var bytes = Encoding.UTF8.GetBytes(((int)EngineIoPacketType.Close).ToString());
await ws.SendAsync(bytes, WebSocketMessageType.Text, endOfMessage: true, cts.Token);
}
if (ws.State is WebSocketState.Open or WebSocketState.CloseReceived)
{
await ws.CloseAsync(WebSocketCloseStatus.NormalClosure, reason, cts.Token);
}
}
catch (Exception ex)
{
_log.LogDebug(ex,
"polite close failed on BattleId={Bid} (reason={Reason}); socket likely already torn down.",
battleId, reason);
}
}
}