Behavior-identical; 231 BattleNode tests green with ZERO test changes. The 10 handler arms no longer switch on BattleType: - 4 Bot arms gate on the new FrameDispatchContext.OpponentIsAckOnly (Other is not IHasHandshakePhase) — the participant property the audit asked for. - 6 relay arms drop the Type == Pvp guard; it was redundant with BothSidesAfterReady() (only a two-real-player session has both handshake phases). Its doc now records that. - FrameDispatchContext.Type removed (+ the Type = Type in BuildContext). BattleSession.Type stays for the session-level drop cascade. Zero test churn because the stubs already encode the split: FakeRealParticipant/ProbeParticipant implement IHasHandshakePhase, the bot stub FakeParticipant doesn't, and NewBotSession uses it as the opponent. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
211 lines
9.2 KiB
C#
211 lines
9.2 KiB
C#
using System.Net.WebSockets;
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using Microsoft.Extensions.Logging;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Dispatch;
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using SVSim.BattleNode.Sessions.Dispatch.Handlers;
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using SVSim.BattleNode.Sessions.Participants;
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namespace SVSim.BattleNode.Sessions;
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/// <summary>
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/// v2 broker session. Holds two participants and brokers between them. Subscribes
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/// to each participant's <see cref="IBattleParticipant.FrameEmitted"/>; on each frame,
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/// runs <see cref="ComputeFrames"/> to determine the routing (target + frame + <see cref="Stock"/>
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/// flag) and dispatches via <see cref="IBattleParticipant.PushAsync"/>.
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/// </summary>
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/// <remarks>
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/// Wires both battle modes: Pvp (broadcast Matched/BattleStart per-perspective, forward
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/// gameplay frames between the two real participants) and Bot (ack-only, NoOp opponent).
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/// </remarks>
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public sealed class BattleSession
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{
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private readonly ILogger<BattleSession> _log;
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private readonly BattleSessionState _state = new();
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/// <summary>Serializes dispatch. Both participants' read loops raise FrameEmitted on their own
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/// threads, and a dispatch (<see cref="ComputeFrames"/> + the relay <c>PushAsync</c> calls) mutates
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/// shared, non-thread-safe state — the <see cref="BattleSessionState"/> dictionaries and each
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/// participant's <c>OutboundSequencer</c>. This gate funnels both threads through one critical
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/// section so concurrent frames can't corrupt that state.</summary>
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private readonly SemaphoreSlim _dispatchGate = new(1, 1);
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/// <summary>The per-battle master seed (see <see cref="BattleSessionState.MasterSeed"/>).
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/// Exposed for logging + future replay persistence.</summary>
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public int MasterSeed => _state.MasterSeed;
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public string BattleId { get; }
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public BattleType Type { get; }
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public IBattleParticipant A { get; }
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public IBattleParticipant B { get; }
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public SessionLifecycle Lifecycle => _state.Lifecycle;
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// Per-URI dispatch table. All 14 inbound URIs are registered (Tasks 5-14); unknown
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// URIs are dropped with a LogDebug in ComputeFrames.
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private static readonly IReadOnlyDictionary<NetworkBattleUri, IFrameHandler> Handlers = BuildHandlers();
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private static IReadOnlyDictionary<NetworkBattleUri, IFrameHandler> BuildHandlers()
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{
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var retireKill = new RetireKillHandler();
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var forwardWhenReady = new ForwardWhenBothReadyHandler();
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return new Dictionary<NetworkBattleUri, IFrameHandler>
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{
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[NetworkBattleUri.InitNetwork] = new InitNetworkHandler(),
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[NetworkBattleUri.InitBattle] = new InitBattleHandler(),
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[NetworkBattleUri.Loaded] = new LoadedHandler(),
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[NetworkBattleUri.Swap] = new SwapHandler(),
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[NetworkBattleUri.TurnEnd] = new TurnEndHandler(),
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[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
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[NetworkBattleUri.Retire] = retireKill,
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[NetworkBattleUri.Kill] = retireKill,
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[NetworkBattleUri.TurnStart] = new TurnStartHandler(),
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[NetworkBattleUri.Judge] = new JudgeHandler(),
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[NetworkBattleUri.PlayActions] = new PlayActionsHandler(),
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[NetworkBattleUri.Echo] = new EchoHandler(),
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[NetworkBattleUri.TurnEndActions] = new TurnEndActionsHandler(),
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[NetworkBattleUri.JudgeResult] = forwardWhenReady,
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};
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}
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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new()
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{
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A = A, B = B, From = from, Other = ReferenceEquals(from, A) ? B : A,
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Env = env, BattleId = BattleId, State = _state,
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};
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public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
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ILogger<BattleSession> log)
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{
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BattleId = battleId;
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Type = type;
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A = a;
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B = b;
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_log = log;
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_log.LogInformation("BattleSession {Bid}: master seed {Seed}", BattleId, _state.MasterSeed);
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// Subscribe to both participants' emissions.
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A.FrameEmitted += OnFrameFromA;
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B.FrameEmitted += OnFrameFromB;
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}
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public async Task RunAsync(CancellationToken cancellation)
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{
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using var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellation);
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var aTask = A.RunAsync(cts.Token);
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var bTask = B.RunAsync(cts.Token);
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if (Type == BattleType.Pvp)
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{
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// WhenAny: first WS drop / first graceful close triggers cascade. Pvp has two
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// RealParticipants; we synthesize a BattleFinish for the survivor if either side
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// terminates first.
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var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false);
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var survivor = first == aTask ? B : A;
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if (Lifecycle != SessionLifecycle.Terminal)
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{
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// Involuntary drop (no graceful Retire): synthesize BattleFinish(DisconnectWin)
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// to survivor. DisconnectWin=201 → client renders "opponent disconnected" →
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// WIN UI; the legacy Win=1 used here previously rendered "no contest".
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try
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{
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await survivor.PushAsync(
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BattleFrames.BuildBattleFinish(BattleResult.DisconnectWin), Stock.Bypass, cancellation)
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.ConfigureAwait(false);
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}
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catch (Exception ex)
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{
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_log.LogWarning(ex,
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"BattleSession {Bid}: failed to push BattleFinish to survivor (their WS may also be closed)",
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BattleId);
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}
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_state.Lifecycle = SessionLifecycle.Terminal;
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}
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cts.Cancel(); // unblock the survivor's RunAsync read loop
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try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
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catch (Exception ex) when (ex is OperationCanceledException or WebSocketException) { }
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catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All(
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e => e is OperationCanceledException or WebSocketException)) { }
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catch (Exception ex)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (PvP drain)", BattleId);
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}
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}
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else
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{
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// Bot mode: the NoOp opponent's RunAsync returns immediately; wait for the real
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// participant. The session keeps running for the real one.
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try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
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catch (Exception ex) when (ex is OperationCanceledException or WebSocketException) { }
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catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All(
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e => e is OperationCanceledException or WebSocketException)) { }
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catch (Exception ex)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (Bot drain)", BattleId);
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}
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}
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// Unsubscribe event handlers so the session + state aren't pinned by live delegates.
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A.FrameEmitted -= OnFrameFromA;
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B.FrameEmitted -= OnFrameFromB;
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// Release per-participant outbound archives at battle-end
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// (only RealParticipant has one; bots don't archive).
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if (A is RealParticipant rpA) rpA.Outbound.Clear();
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if (B is RealParticipant rpB) rpB.Outbound.Clear();
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await Task.WhenAll(
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A.TerminateAsync(BattleFinishReason.NormalFinish),
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B.TerminateAsync(BattleFinishReason.NormalFinish))
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.ConfigureAwait(false);
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await A.DisposeAsync().ConfigureAwait(false);
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await B.DisposeAsync().ConfigureAwait(false);
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_dispatchGate.Dispose();
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}
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private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct);
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private Task OnFrameFromB(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(B, env, ct);
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private async Task HandleFrameAsync(IBattleParticipant from, MsgEnvelope env, CancellationToken ct)
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{
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await _dispatchGate.WaitAsync(ct).ConfigureAwait(false);
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try
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{
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var routes = ComputeFrames(from, env);
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foreach (var (target, frame, stock) in routes)
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{
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await target.PushAsync(frame, stock, ct);
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}
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}
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catch (Exception ex)
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{
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_log.LogError(ex, "BattleSession {Bid}: unhandled in HandleFrameAsync", BattleId);
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}
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finally
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{
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_dispatchGate.Release();
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}
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}
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/// <summary>
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/// Pure-logic dispatch: given an inbound frame from one participant, return the list
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/// of (target, frame, stock) routes the session should dispatch. Transitions
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/// <see cref="Phase"/>. Extracted so unit tests can drive the dispatch without
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/// standing up real participants.
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/// </summary>
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internal IReadOnlyList<DispatchRoute> ComputeFrames(IBattleParticipant from, MsgEnvelope env)
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{
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if (Handlers.TryGetValue(env.Uri, out var handler))
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return handler.Handle(BuildContext(from, env));
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_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in lifecycle={Lifecycle} from vid={Vid}",
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BattleId, env.Uri, Lifecycle, from.ViewerId);
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return Array.Empty<DispatchRoute>();
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}
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}
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