Add a per-project README in SVSim.BattleNode/ that covers: - Architecture (the six concern folders) - The connect-handshake sequence verified end-to-end at smoke - A wire-format-gotchas table for the spec divergences caught during v1 (headers vs query for credentials, schemeless node URL with /socket.io/ path, required card_master_id, required resultCode=1, Matched in response to InitBattle not InitNetwork, EIO3 0x04 prefix on binary frames, FromJson conditional-expression number-boxing) - What the v1 scripted opponent does and what is hardcoded - A "where to extend" table for v2 work - The full test layout and cross-references to specs/plans Fill in XML docs on the public surface that previously had none: - BattleNodeExtensions.AddBattleNode / UseBattleNode (DI + middleware wiring, including the pipeline-order note that auth runs before UseWebSockets) - BattleNodeWebSocketHandler class + HandleAsync (the validation chain) - BattleSession.ComputeResponses (the lifecycle state machine, with the NoStock flag's meaning) - ScriptedLifecycle class (v1 scope, resultCode injection rule, pointer to the "where to extend" section) - MatchingBridge class (mint-id + register flow) Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
62 lines
2.9 KiB
C#
62 lines
2.9 KiB
C#
using Microsoft.AspNetCore.Builder;
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using Microsoft.Extensions.DependencyInjection;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Hosting;
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/// <summary>
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/// Registration + pipeline extensions that turn an arbitrary ASP.NET Core host into a battle
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/// node. The library has no dependency on any specific host project — call both methods from
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/// wherever you build your <see cref="WebApplication"/>.
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/// </summary>
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public static class BattleNodeExtensions
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{
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/// <summary>
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/// Register the battle node's services in DI. All four are singletons because none of them
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/// carry per-request state — per-battle state lives on the <see cref="BattleSession"/>
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/// instance the WebSocket handler constructs on connect.
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/// </summary>
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/// <param name="configure">
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/// Optional callback to override <see cref="BattleNodeOptions"/> defaults. The default
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/// <c>NodeServerUrl</c> assumes the EmulatedEntrypoint host on
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/// <c>http://localhost:5148</c> and shares the port for the Socket.IO endpoint. Override
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/// when the node runs on a different port/host or behind a reverse proxy.
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/// </param>
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public static IServiceCollection AddBattleNode(this IServiceCollection services, Action<BattleNodeOptions>? configure = null)
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{
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var options = new BattleNodeOptions();
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configure?.Invoke(options);
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services.AddSingleton(options);
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services.AddSingleton<IBattleSessionStore, InMemoryBattleSessionStore>();
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services.AddSingleton<IMatchingBridge, MatchingBridge>();
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services.AddSingleton<BattleNodeWebSocketHandler>();
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return services;
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}
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/// <summary>
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/// Wire up the WebSocket middleware and map the Socket.IO endpoint at <c>/socket.io/</c>.
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/// Call this AFTER any HTTP middleware that should still see non-WS requests (auth,
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/// routing, controllers) and BEFORE <c>MapControllers()</c>. The endpoint accepts any
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/// path under <c>/socket.io</c>; the handler doesn't read the sub-path, so default
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/// Socket.IO clients targeting <c>/socket.io/?EIO=3&transport=websocket</c> work
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/// without configuration.
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/// </summary>
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/// <remarks>
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/// Steam auth gets a free pass on WS upgrades — see
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/// <c>SteamSessionAuthenticationHandler</c>'s header-based bypass. The node has its own
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/// per-connection auth (encrypted viewerId in the upgrade headers, validated against the
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/// matched battle id in <see cref="BattleNodeWebSocketHandler.HandleAsync"/>).
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/// </remarks>
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public static IApplicationBuilder UseBattleNode(this IApplicationBuilder app)
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{
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app.UseWebSockets();
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app.Map("/socket.io", branch => branch.Run(async ctx =>
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{
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var handler = ctx.RequestServices.GetRequiredService<BattleNodeWebSocketHandler>();
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await handler.HandleAsync(ctx);
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}));
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return app;
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}
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}
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