49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using SVSim.BattleNode.Bridge;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <inheritdoc cref="IMatchingResolver"/>
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public sealed class MatchingResolver : IMatchingResolver
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{
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private readonly IMatchingBridge _bridge;
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private readonly IMatchingPairUpService _pairUp;
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public MatchingResolver(
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IMatchingBridge bridge,
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IMatchingPairUpService pairUp)
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{
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_bridge = bridge;
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_pairUp = pairUp;
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}
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public 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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return ResolveViaPairUpAsync(mode, player, ct);
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}
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private async Task<MatchingResolution> ResolveViaPairUpAsync(string mode, BattlePlayer player, CancellationToken ct)
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{
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var paired = await _pairUp.TryPairAsync(mode, player, ct);
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if (paired is null)
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{
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// Parked. matching_state 3002 RETRY. node_server_url MUST be present as empty
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// string (the client unguarded-.ToString()s it before consulting matching_state).
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return new MatchingResolution(3002, BattleId: null, "");
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}
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// 3011 = AI_BATTLE_MATCHING_SUCCEEDED (PvpFirstThenAiFallback policy's threshold fired)
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// 3007 = RC_BATTLE_MATCHING_SUCCEEDED_OWNER (first arriver, cache pickup)
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// 3004 = RC_BATTLE_MATCHING_SUCCEEDED (joiner — triggered the pair)
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var state = paired switch
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{
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{ IsAiFallback: true } => 3011,
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{ IsOwner: true } => 3007,
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_ => 3004,
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};
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return new MatchingResolution(state, paired.Match.BattleId, paired.Match.NodeServerUrl);
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}
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}
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