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>
46 lines
2.1 KiB
C#
46 lines
2.1 KiB
C#
using SVSim.BattleNode.Bridge;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// Single source of truth for how a <c>/do_matching</c> request is resolved into a wire
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/// matching_state + battle_id + node_server_url across every battle family.
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/// <para>
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/// Lives here (and not on each controller) because the resolution rules are the same
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/// regardless of which URL family carried the request:
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/// </para>
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/// <list type="number">
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/// <item>Consult <see cref="IMatchingPairUpService"/> and translate the
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/// resulting <see cref="PairUpResult"/> into a wire matching_state per the
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/// 3002 / 3004 / 3007 / 3011 vocabulary.</item>
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/// </list>
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/// <para>
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/// Family-specific details (DTO shapes, family-specific request fields like
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/// <c>card_master_id</c>, error-mapping like rank-battle's 3001 on a missing deck) stay
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/// on the controllers. The resolver only owns the cross-cutting "did the flag win, did
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/// pair-up resolve, what's the state code" decision.
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/// </para>
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/// </summary>
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public interface IMatchingResolver
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{
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/// <param name="mode">
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/// The matching-mode key the resolver passes through to
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/// <see cref="IMatchingPairUpService.TryPairAsync"/> — one of the
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/// <see cref="ModePolicy"/> registry's mode names (e.g. <c>"arena_two_pick_battle"</c>,
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/// <c>"rotation_rank_battle"</c>, <c>"unlimited_rank_battle"</c>).
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/// </param>
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/// <param name="player">Caller's <see cref="BattlePlayer"/> (viewer-id + built MatchContext).</param>
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Task<MatchingResolution> ResolveAsync(
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string mode,
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BattlePlayer player,
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CancellationToken ct);
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}
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/// <summary>
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/// Wire-level outcome of a <c>/do_matching</c> resolution. Always carries a non-null
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/// <see cref="NodeServerUrl"/> — empty string while parked (3002), real URL on resolution —
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/// because the client's <c>DoMatchingBase.SettingDoMatchingData()</c> calls
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/// <c>.ToString()</c> on the wire field without a <c>Keys.Contains</c> guard.
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/// </summary>
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public sealed record MatchingResolution(int MatchingState, string? BattleId, string NodeServerUrl);
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