Files
SVSimServer/SVSim.BattleNode/Bridge/MatchingBridge.cs
gamer147 01f9bb722a feat(battle-node): thread MatchContext through bridge to BattleSession
IMatchingBridge.RegisterPendingBattle now takes a MatchContext; PendingBattle
carries it; BattleSession stores it. ArenaTwoPickBattleController builds ctx
from IMatchContextBuilder. ScriptedLifecycle still uses ScriptedProfiles for
the player half — Tasks 5/6 migrate the lifecycle.

Existing tests updated: MatchingBridgeTests, BattleNodeFlowTests,
InMemoryBattleSessionStoreTests, BattleSessionDispatchTests, BattleSession
PumpTests, ArenaTwoPickBattleControllerTests (which now seeds a TK2 run +
adds a no-active-run 400 case).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 12:44:42 -04:00

38 lines
1.7 KiB
C#

using System.Security.Cryptography;
using SVSim.BattleNode.Sessions;
namespace SVSim.BattleNode.Bridge;
/// <summary>
/// In-process implementation of <see cref="IMatchingBridge"/>. The HTTP-side
/// <c>do_matching</c> controller calls <see cref="RegisterPendingBattle"/>, which mints a
/// 12-digit decimal battle id, stashes a <see cref="PendingBattle"/> entry in the
/// <see cref="IBattleSessionStore"/>, and returns the node URL the client should connect to.
/// The WebSocket handler resolves the same battle id back to the viewer on connect.
/// </summary>
public sealed class MatchingBridge : IMatchingBridge
{
private readonly IBattleSessionStore _store;
private readonly BattleNodeOptions _options;
public MatchingBridge(IBattleSessionStore store, BattleNodeOptions options)
{
_store = store;
_options = options;
}
public PendingMatch RegisterPendingBattle(long viewerId, MatchContext context)
{
// 12-digit decimal battle id mirrors the captures (e.g. "975695075012").
// Two unbiased 6-digit draws concatenated — RandomNumberGenerator.GetInt32 uses
// rejection sampling so the result is uniform on [0, 10^6). The previous
// implementation (Guid.GetHashCode + mod) collapsed 128 bits into ~32 of entropy
// and tripped Math.Abs(int.MinValue) UB on the unlucky hash.
var hi = RandomNumberGenerator.GetInt32(0, 1_000_000);
var lo = RandomNumberGenerator.GetInt32(0, 1_000_000);
var battleId = $"{hi:D6}{lo:D6}";
_store.RegisterPending(new PendingBattle(battleId, viewerId, context));
return new PendingMatch(battleId, _options.NodeServerUrl);
}
}