Deletes the scripted opponent and every entry point that created a BattleType.Scripted session (the ?scripted=1 query opt-in, the SoloDefaultsToScripted toggle, the resolver short-circuit, the WS handler case, the bridge validation arm). Real two-client PvP and the Bot matchmaking-timeout fallback are untouched. ResolveAsync drops its scriptedOptIn parameter. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
174 lines
7.3 KiB
C#
174 lines
7.3 KiB
C#
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 + noStock
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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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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 BattleSessionPhase Phase => _state.SessionPhase;
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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, Type = Type, 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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// 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 (Phase != BattleSessionPhase.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), noStock: true, 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.SessionPhase = BattleSessionPhase.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 { /* swallow cancellation / WS exceptions */ }
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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 { /* swallow */ }
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}
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// Audit Md11 — release per-participant outbound archives at battle-end
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// (only RealParticipant has one; bots don't archive). Heavy state is
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// dropped synchronously here so the participant's TerminateAsync doesn't
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// need to keep the dict alive through its disposal handshake.
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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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}
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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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try
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{
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var routes = ComputeFrames(from, env);
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foreach (var (target, frame, noStock) in routes)
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{
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await target.PushAsync(frame, noStock, 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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}
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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, noStock) tuples 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 phase={Phase} from vid={Vid}",
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BattleId, env.Uri, Phase, from.ViewerId);
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return Array.Empty<DispatchRoute>();
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}
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}
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