Tiny per-mode FCFS slot. First poller parks; second pairs and triggers bridge.RegisterBattle(p1, p2, Pvp). Match cached for first poller's next poll (consume-on-read). No MMR, no cross-mode, no timeouts -- the proper queue API is a separate spec; this is the smallest thing that lets TK2 PvP work end-to-end.
21 lines
843 B
C#
21 lines
843 B
C#
using SVSim.BattleNode.Bridge;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// Minimal in-process matching queue stand-in. The proper queue API is a separate
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/// spec; this is enough to actually pair two viewers polling /do_matching on the
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/// same mode.
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/// </summary>
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public interface IMatchingPairUpService
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{
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/// <summary>
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/// Try to pair the calling viewer with an already-waiting partner.
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/// Returns the resolved <see cref="PendingMatch"/> when a partner was found
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/// (either this call paired with a waiter, or a previous pairing's result is
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/// still cached for this viewer). Returns null if this viewer is the first
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/// arriver and should be parked (caller returns 3001 RETRY).
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/// </summary>
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Task<PendingMatch?> TryPairAsync(string mode, BattlePlayer player, CancellationToken ct);
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}
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