Files
SVSimServer/SVSim.BattleNode/Sessions/BattleSession.cs

359 lines
20 KiB
C#

using Microsoft.Extensions.Logging;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
using SVSim.BattleNode.Sessions.Dispatch;
using SVSim.BattleNode.Sessions.Participants;
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// v2 broker session. Holds two participants and brokers between them. Subscribes
/// to each participant's <see cref="IBattleParticipant.FrameEmitted"/>; on each frame,
/// runs <see cref="ComputeFrames"/> to determine the routing (target + frame + noStock
/// flag) and dispatches via <see cref="IBattleParticipant.PushAsync"/>.
/// </summary>
/// <remarks>
/// Phase 1 wires this for <see cref="BattleType.Scripted"/> only — the dispatch logic
/// preserves v1.2 behaviour. Phase 2 wires Pvp (broadcast Matched/BattleStart per-perspective,
/// forward gameplay frames between participants). Phase 3 wires Bot (ack-only).
/// </remarks>
public sealed class BattleSession
{
private readonly ILogger<BattleSession> _log;
private readonly BattleSessionState _state = new();
public string BattleId { get; }
public BattleType Type { get; }
public IBattleParticipant A { get; }
public IBattleParticipant B { get; }
public BattleSessionPhase Phase => _state.SessionPhase;
public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
ILogger<BattleSession> log)
{
BattleId = battleId;
Type = type;
A = a;
B = b;
_log = log;
// Subscribe to both participants' emissions.
A.FrameEmitted += OnFrameFromA;
B.FrameEmitted += OnFrameFromB;
}
public async Task RunAsync(CancellationToken cancellation)
{
using var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellation);
var aTask = A.RunAsync(cts.Token);
var bTask = B.RunAsync(cts.Token);
if (Type == BattleType.Pvp)
{
// WhenAny: first WS drop / first graceful close triggers cascade.
// ScriptedBotParticipant.RunAsync also returns immediately; that's not used
// here (Pvp has two RealParticipants), but we'd still want a synthesized
// BattleFinish for the survivor if either side terminates first.
var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false);
var survivor = first == aTask ? B : A;
if (Phase != BattleSessionPhase.Terminal)
{
// Involuntary drop (no graceful Retire): synthesize BattleFinish(DisconnectWin)
// to survivor. DisconnectWin=201 → client renders "opponent disconnected" →
// WIN UI; the legacy Win=1 used here previously rendered "no contest".
try
{
await survivor.PushAsync(
BattleFrames.BuildBattleFinish(BattleResult.DisconnectWin), noStock: true, cancellation)
.ConfigureAwait(false);
}
catch (Exception ex)
{
_log.LogWarning(ex,
"BattleSession {Bid}: failed to push BattleFinish to survivor (their WS may also be closed)",
BattleId);
}
_state.SessionPhase = BattleSessionPhase.Terminal;
}
cts.Cancel(); // unblock the survivor's RunAsync read loop
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch { /* swallow cancellation / WS exceptions */ }
}
else
{
// Phase 1 semantics for Scripted/Bot: wait for ALL participants. The bot's
// RunAsync returns immediately; the session keeps running for the real one.
try { await Task.WhenAll(aTask, bTask).ConfigureAwait(false); }
catch { /* swallow */ }
}
// Audit Md11 — release per-participant outbound archives at battle-end
// (only RealParticipant has one; bots don't archive). Heavy state is
// dropped synchronously here so the participant's TerminateAsync doesn't
// need to keep the dict alive through its disposal handshake.
if (A is RealParticipant rpA) rpA.Outbound.Clear();
if (B is RealParticipant rpB) rpB.Outbound.Clear();
await Task.WhenAll(
A.TerminateAsync(BattleFinishReason.NormalFinish),
B.TerminateAsync(BattleFinishReason.NormalFinish))
.ConfigureAwait(false);
}
private Task OnFrameFromA(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(A, env, ct);
private Task OnFrameFromB(MsgEnvelope env, CancellationToken ct) => HandleFrameAsync(B, env, ct);
private async Task HandleFrameAsync(IBattleParticipant from, MsgEnvelope env, CancellationToken ct)
{
try
{
var routes = ComputeFrames(from, env);
foreach (var (target, frame, noStock) in routes)
{
await target.PushAsync(frame, noStock, ct);
}
}
catch (Exception ex)
{
_log.LogError(ex, "BattleSession {Bid}: unhandled in HandleFrameAsync", BattleId);
}
}
/// <summary>
/// Pure-logic dispatch: given an inbound frame from one participant, return the list
/// of (target, frame, noStock) tuples the session should dispatch. Transitions
/// <see cref="Phase"/>. Extracted so unit tests can drive the dispatch without
/// standing up real participants.
/// </summary>
internal IReadOnlyList<DispatchRoute> ComputeFrames(
IBattleParticipant from, MsgEnvelope env)
{
var result = new List<DispatchRoute>();
var other = ReferenceEquals(from, A) ? B : A;
var phaseFrom = from as IHasHandshakePhase;
// The dispatch table only covers the Scripted-mode behaviour Phase 1 needs;
// Phase 2 (Pvp) and Phase 3 (Bot) add the other-type branches. Handshake-phase
// arms read the SENDER's Phase (per-participant); the session-level Phase
// remains only for the Terminal short-circuit.
switch (env.Uri)
{
case NetworkBattleUri.InitNetwork when phaseFrom?.Phase == BattleSessionPhase.AwaitingInitNetwork:
result.Add(new DispatchRoute(from, BattleFrames.BuildAck(NetworkBattleUri.InitNetwork), true));
phaseFrom!.Phase = BattleSessionPhase.AwaitingInitBattle;
break;
// --- Phase 3 Bot arms — placed BEFORE the existing handshake arms so they
// win pattern matching on Type == Bot. Bot mode: ack handshake, silent
// Loaded, Judge-to-sender on TurnEnd. The rest reuse Scripted's arms
// (Retire/Kill → BattleFinishNoContest, Swap → per-sender response,
// default → drop). Reference: docs/api-spec/in-battle/ai-passive.md.
//
// Critically, do NOT push Matched or BattleStart for Bot mode. The
// architecture spec was right about this:
// 1. The client's MatchingInitBattle (Matching.cs:298) immediately calls
// StartBattleLoad + GotoBattle on the IsAINetwork branch right after
// emitting InitBattle — it does NOT wait for a wire Matched or
// BattleStart envelope. The state-machine trigger is _initNetworkSuccess
// (set when InitNetwork uri is received, i.e., our ack).
// 2. Sending Matched is harmless (gated on status == Connect, which is
// already past by the time the wire round-trip completes).
// 3. Sending BattleStart is ACTIVELY HARMFUL: its handler at
// Matching.cs:417 runs unconditionally and SetNetworkInfo
// (RealTimeNetworkAgent.cs:1553-1564) overwrites OppoBattleStartInfo
// with the wire envelope's oppoInfo. Our oppoInfo comes from
// NoOpBotParticipant.Context placeholders (classId:0, emblemId:0,
// etc.), corrupting the good values the client just set from the
// HTTP /ai_<fmt>_rank_battle/start response — subsequent asset
// loads (LoadOpponentAssets at SBattleLoad.cs:933) then look up
// non-existent assets and silently hang on "Waiting for opponent."
case NetworkBattleUri.InitBattle
when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
// Ack only — NO Matched push.
result.Add(new DispatchRoute(from, BattleFrames.BuildAck(NetworkBattleUri.InitBattle), true));
phaseFrom!.Phase = BattleSessionPhase.AwaitingLoaded;
break;
case NetworkBattleUri.Loaded
when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AwaitingLoaded:
// Silent — no BattleStart, no Deal. The client's AINetworkBattleManager
// populates opponent state from AIBattleStart HTTP data; pushing
// BattleStart here overwrites that state with zeros.
phaseFrom!.Phase = BattleSessionPhase.AwaitingSwap;
break;
case NetworkBattleUri.TurnEnd
when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AfterReady:
case NetworkBattleUri.TurnEndFinal
when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AfterReady:
// Judge to sender ONLY (not broadcast — there's no real other side).
// The client's JudgeOperation → ControlTurnStartPlayer flips back to
// the local AI's turn after this Judge arrives.
result.Add(new DispatchRoute(from, BattleFrames.BuildJudgeBroadcast(), false));
break;
case NetworkBattleUri.InitBattle when phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
// Phase 1: push Matched only to the "real" participant. The session reads
// selfInfo from from.Context and oppoInfo from other.Context (the scripted
// bot's Context fixture preserves the prod-captured cosmetics that previously
// lived in ScriptedProfiles).
result.Add(new DispatchRoute(from, ScriptedLifecycle.BuildMatched(
from.Context, other.Context,
from.ViewerId, other.ViewerId,
BattleId, ScriptedProfiles.BattleSeed), false));
phaseFrom!.Phase = BattleSessionPhase.AwaitingLoaded;
break;
case NetworkBattleUri.Loaded when phaseFrom?.Phase == BattleSessionPhase.AwaitingLoaded:
{
// Exactly one side goes first. A goes first deterministically: in Scripted that's
// the real player (constructed as A); in PvP that's the first arriver. No Type
// check — the rule is correct in both modes, and Bot/AINetwork never reaches this
// arm (its silent Loaded arm above wins the match). A per-battle coin-flip is a
// follow-up (see plan § Out of scope).
var turnState = ReferenceEquals(from, A) ? 0 : 1;
result.Add(new DispatchRoute(from, ScriptedLifecycle.BuildBattleStart(
from.Context, other.Context, from.ViewerId, turnState), false));
result.Add(new DispatchRoute(from, ScriptedLifecycle.BuildDeal(), false));
phaseFrom!.Phase = BattleSessionPhase.AwaitingSwap;
break;
}
case NetworkBattleUri.Swap when phaseFrom?.Phase == BattleSessionPhase.AwaitingSwap:
{
var hand = ScriptedLifecycle.ComputeHandAfterSwap(BattleFrames.ExtractIdxList(env));
// SwapResponse is always immediate — it completes the sender's own mulligan UI.
result.Add(new DispatchRoute(from, ScriptedLifecycle.BuildSwapResponse(hand), false));
_state.PostSwapHands[from] = hand;
phaseFrom!.Phase = BattleSessionPhase.AfterReady;
// Release Ready to every swapper once all handshake-driving participants have
// swapped. IHasHandshakePhase membership IS the "participates in mulligan" set:
// PvP → {A, B} (both reals) → waits for both
// Scripted → {player, bot} (bot now emits Swap) → waits for both
// Bot/AINet → {real} only (NoOp isn't a phase impl)→ releases on the one Swap
var swappers = new[] { A, B }.Where(p => p is IHasHandshakePhase).ToList();
if (swappers.All(_state.PostSwapHands.ContainsKey))
{
foreach (var p in swappers)
{
var opponent = ReferenceEquals(p, A) ? B : A;
var ready = opponent is IHasHandshakePhase && _state.PostSwapHands.TryGetValue(opponent, out var oppoHand)
? ScriptedLifecycle.BuildReady(_state.PostSwapHands[p], oppoHand) // both hands known
: ScriptedLifecycle.BuildReady(_state.PostSwapHands[p]); // non-interactive opponent
result.Add(new DispatchRoute(p, ready, false));
}
}
break;
}
// Regular TurnEnd: continues the game. Scripted forwards to bot for the 3-frame
// burst; PvP broadcasts; Bot stays silent.
case NetworkBattleUri.TurnEnd when phaseFrom?.Phase == BattleSessionPhase.AfterReady:
if (Type == BattleType.Pvp && BothAfterReady())
{
var turnEndBroadcast = BattleFrames.BuildTurnEndBroadcast();
var judgeBroadcast = BattleFrames.BuildJudgeBroadcast();
result.Add(new DispatchRoute(from, turnEndBroadcast, false));
result.Add(new DispatchRoute(other, turnEndBroadcast, false));
result.Add(new DispatchRoute(from, judgeBroadcast, false));
result.Add(new DispatchRoute(other, judgeBroadcast, false));
}
else if (Type == BattleType.Scripted)
{
result.Add(new DispatchRoute(other, env, false));
}
// Bot type: no-op (NoOpBot swallows; client handles its own turn end).
break;
// TurnEndFinal: client signals the player's FINAL turn is over (game-end
// condition met, usually killed opponent's leader). Unified across types:
// forward the envelope to other (matches prod TK2 capture
// battle-traffic_tk2_regular.ndjson:273 — loser-side receives TurnEndFinal
// from server before BattleFinish), then push BattleFinish per-side with
// player-perspective codes (LifeWin to winner, LifeLose to loser).
// ScriptedBotParticipant no longer reacts to TurnEndFinal (only TurnEnd) —
// this dispatch arm owns it. NoOpBotParticipant swallows. Phase → Terminal
// so the RunAsync cascade doesn't synthesize a follow-up BattleFinish.
case NetworkBattleUri.TurnEndFinal when phaseFrom?.Phase == BattleSessionPhase.AfterReady:
result.Add(new DispatchRoute(other, env, false));
result.Add(new DispatchRoute(from, BattleFrames.BuildBattleFinish(BattleResult.LifeWin), true));
result.Add(new DispatchRoute(other, BattleFrames.BuildBattleFinish(BattleResult.LifeLose), true));
_state.SessionPhase = BattleSessionPhase.Terminal;
break;
// Retire / Kill: sender concedes (Retire) or the client requested an immediate
// terminate (Kill). Unified across types: push BattleFinish per-side with the
// proper retire codes. Bots swallow their push (no real-opponent state).
case NetworkBattleUri.Retire:
case NetworkBattleUri.Kill:
result.Add(new DispatchRoute(from, BattleFrames.BuildBattleFinish(BattleResult.RetireLose), true));
result.Add(new DispatchRoute(other, BattleFrames.BuildBattleFinish(BattleResult.RetireWin), true));
_state.SessionPhase = BattleSessionPhase.Terminal;
break;
// Frames emitted by the scripted bot (TurnStart / TurnEnd / Judge) — forward
// to the real participant. These match the v1.2 burst's three outbound pushes.
// Pre-migration this arm only handled TurnStart/Judge because the handshake
// TurnEnd arm above (gated on session-level Phase) also caught the bot's TurnEnd.
// Post-migration that arm gates on the sender's per-participant Phase, which the
// bot doesn't have, so the bot's TurnEnd now lands here.
// The `IsRealForwardableFromScripted` guard ensures this arm matches ONLY the
// scripted bot's emissions (sender ViewerId == FakeOpponentViewerId) — without
// it, a TurnStart/TurnEnd/Judge from a real participant in PvP mode would match
// here and `goto default` would skip the PvP forwarder arm below.
case NetworkBattleUri.TurnStart when IsRealForwardableFromScripted(from, env):
case NetworkBattleUri.TurnEnd when IsRealForwardableFromScripted(from, env):
case NetworkBattleUri.Judge when IsRealForwardableFromScripted(from, env):
// Generic forwarder for scripted-bot emissions. The Scripted bot's TurnStart,
// TurnEnd, and Judge are intended for the real participant.
result.Add(new DispatchRoute(other, env, false));
break;
// Gameplay-frame forwarding (post-AfterReady). Unified across types:
// BothAfterReady() is only true when both participants are RealParticipants
// (ScriptedBot/NoOpBot don't implement IHasHandshakePhase so their Phase is
// always null), so this arm naturally fires for PvP only. Order matters:
// this MUST come after the FakeOpponentViewerId arms so Scripted bot
// emissions don't fall into this forwarder.
case NetworkBattleUri.TurnStart when BothAfterReady():
case NetworkBattleUri.PlayActions when BothAfterReady():
case NetworkBattleUri.Echo when BothAfterReady():
case NetworkBattleUri.TurnEndActions when BothAfterReady():
case NetworkBattleUri.JudgeResult when BothAfterReady():
result.Add(new DispatchRoute(other, env, false));
break;
default:
_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in phase={Phase} from vid={Vid}",
BattleId, env.Uri, Phase, from.ViewerId);
break;
}
return result;
}
// Phase 1: the only "scripted-bot" emissions we need to forward are the three burst
// frames (TurnStart, TurnEnd, Judge) — and TurnEnd is already handled in the switch
// above as a forwardable bot emission. This helper exists so the TurnStart/Judge cases
// above only fire when the source is actually a participant (not malformed inbound).
private static bool IsRealForwardableFromScripted(IBattleParticipant from, MsgEnvelope env)
{
// The bot's emitted frames carry ViewerId == FakeOpponentViewerId.
return from.ViewerId == ScriptedLifecycle.FakeOpponentViewerId;
}
// Phase 2: PvP gameplay-frame forwarding is gated on BOTH sides having completed
// the handshake (i.e. reached AfterReady). Until then, an early TurnStart/PlayActions
// from one side has no valid recipient.
private bool BothAfterReady() =>
(A as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady &&
(B as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady;
}