Step 7 of multi-instancing migration. Residual SVSim.UnitTests that touch engine code directly are wrapped in TestBattleScope. EngineSessionGate is deleted along with the _engineOwned bookkeeping in BattleSession; engine setup is unconditional now that per-battle state is isolated on the ambient. Gate-specific fallback branches in BattleSession.ShadowIngest are simplified. Suite fully green (SVSim.UnitTests, SVSim.BattleEngine.Tests). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
386 lines
19 KiB
C#
386 lines
19 KiB
C#
using System.Net.WebSockets;
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using System.Text.Json;
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using Microsoft.Extensions.Logging;
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using SVSim.BattleNode.Lifecycle;
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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 + <see cref="Stock"/>
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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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/// <summary>One authoritative shadow engine per session (design ND2). Fed both clients' frames in
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/// pure shadow (N1): it tracks state but emits nothing and changes no route. N2+ flips outbound
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/// fields to engine reads. Constructed unconditionally; <see cref="EnsureEngineSetup"/> seats it
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/// once both decks are known, and every interaction is guarded so a shadow failure can never break
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/// live dispatch (ND6: log, never throw into the relay).</summary>
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private readonly Engine.SessionBattleEngine _engine = new();
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/// <summary>Setup is attempted exactly once. A shadow engine that can't seat headless in this host
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/// (e.g. engine global state not initialized) stays not-ready and the shadow silently no-ops —
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/// never retried, never fatal.</summary>
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private bool _engineSetupAttempted;
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/// <summary>Guards: server-generated Deal is fed to the shadow engine exactly once (the first
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/// occurrence from either LoadedHandler invocation). Deal + Ready are server-generated frames the
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/// engine needs to drive the mulligan: Deal → StartDeal (cards deck→hand for the player seat,
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/// _firstDrawList for the opponent), Ready → CompleteMulligan → EnemyChangeCardVfx → opponent
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/// DrawFirstMulliganCard. Without them the engine's hand stays empty and every play throws
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/// "Target card was not found in hand cards".</summary>
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private bool _engineDealFed;
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/// <summary>Guards: server-generated Ready is fed to the shadow engine exactly once (the first
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/// Ready addressed to participant A). Fed as isPlayerSeat=false so the recovery path's
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/// OperateMulligan enters the OperateOppoMulligan branch — the only branch that invokes
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/// ReceiveOpponentMulligan → EnemyChangeCardVfx → DrawFirstMulliganCard. The player's mulligan
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/// was already processed during the Swap feed.</summary>
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private bool _engineReadyFed;
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/// <summary>Serializes dispatch. Both participants' read loops raise FrameEmitted on their own
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/// threads, and a dispatch (<see cref="ComputeFrames"/> + the relay <c>PushAsync</c> calls) mutates
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/// shared, non-thread-safe state — the <see cref="BattleSessionState"/> dictionaries and each
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/// participant's <c>OutboundSequencer</c>. This gate funnels both threads through one critical
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/// section so concurrent frames can't corrupt that state.</summary>
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private readonly SemaphoreSlim _dispatchGate = new(1, 1);
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/// <summary>The per-battle master seed (see <see cref="BattleSessionState.MasterSeed"/>).
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/// Exposed for logging + future replay persistence.</summary>
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public int MasterSeed => _state.MasterSeed;
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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 SessionLifecycle Lifecycle => _state.Lifecycle;
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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, BattleId = BattleId, State = _state, Engine = _engine,
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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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_log.LogInformation("BattleSession {Bid}: master seed {Seed}", BattleId, _state.MasterSeed);
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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 (Lifecycle != SessionLifecycle.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), Stock.Bypass, 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.Lifecycle = SessionLifecycle.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 (Exception ex) when (ex is OperationCanceledException or WebSocketException) { }
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catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All(
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e => e is OperationCanceledException or WebSocketException)) { }
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catch (Exception ex)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (PvP drain)", BattleId);
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}
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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 (Exception ex) when (ex is OperationCanceledException or WebSocketException) { }
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catch (AggregateException ex) when (ex.Flatten().InnerExceptions.All(
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e => e is OperationCanceledException or WebSocketException)) { }
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catch (Exception ex)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: unexpected exception from WhenAll (Bot drain)", BattleId);
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}
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}
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// Unsubscribe event handlers so the session + state aren't pinned by live delegates.
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A.FrameEmitted -= OnFrameFromA;
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B.FrameEmitted -= OnFrameFromB;
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// Release per-participant outbound archives at battle-end
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// (only RealParticipant has one; bots don't archive).
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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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// Per-session BattleAmbientContext on the engine isolates per-battle state across concurrent
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// sessions (Task 7 of multi-instancing migration), so the historical single-active-engine gate
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// (and its matching try/finally Release) is gone — engine setup is unconditional per session,
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// and there is no teardown obligation that must run on a throw from the participant tear-down.
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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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await A.DisposeAsync().ConfigureAwait(false);
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await B.DisposeAsync().ConfigureAwait(false);
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_dispatchGate.Dispose();
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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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await _dispatchGate.WaitAsync(ct).ConfigureAwait(false);
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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, stock) in routes)
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{
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await target.PushAsync(frame, stock, 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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finally
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{
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_dispatchGate.Release();
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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, stock) routes 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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// Shadow engine (N1): seat-once then ingest this frame, fully isolated from dispatch. The
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// wire output below is byte-for-byte unchanged — routes still come from the existing handlers;
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// the engine only observes (ND1). A shadow failure is logged and swallowed (ND6), never thrown
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// into the relay.
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try
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{
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EnsureEngineSetup();
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ShadowIngest(from, env);
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}
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catch (Exception ex)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: shadow engine error (ignored)", BattleId);
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}
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if (Handlers.TryGetValue(env.Uri, out var handler))
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{
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var routes = handler.Handle(BuildContext(from, env));
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try { ShadowFeedServerFrames(routes); }
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catch (Exception ex)
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{
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_log.LogWarning(ex, "BattleSession {Bid}: shadow engine error feeding server frames (ignored)", BattleId);
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}
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return routes;
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}
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_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in lifecycle={Lifecycle} from vid={Vid}",
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BattleId, env.Uri, Lifecycle, from.ViewerId);
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return Array.Empty<DispatchRoute>();
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}
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/// <summary>Feed server-generated mulligan frames (Deal, Swap response, Ready) into the shadow
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/// engine. These frames are produced by LoadedHandler/SwapHandler and dispatched only to clients
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/// — they never enter <see cref="ShadowIngest"/> because they're not client-sent. But the engine
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/// needs them to drive the mulligan: Deal seats the hand, Ready completes the opponent's hand.
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/// The test harness (<c>NodeNativeBattleHarness</c>) feeds these directly; this method is the
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/// live-session equivalent.</summary>
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private void ShadowFeedServerFrames(IReadOnlyList<DispatchRoute> routes)
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{
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if (!_engine.IsReady) return;
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foreach (var (target, frame, _) in routes)
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{
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switch (frame.Uri)
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{
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case NetworkBattleUri.Deal when !_engineDealFed:
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_engineDealFed = true;
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_log.LogWarning("BattleSession {Bid}: DEAL DIAG BEFORE: {Diag}",
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BattleId, _engine.DiagnoseDealState());
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ShadowFeed(frame, isPlayerSeat: true, "Deal");
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_log.LogWarning("BattleSession {Bid}: DEAL DIAG AFTER: {Diag}",
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BattleId, _engine.DiagnoseDealState());
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break;
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case NetworkBattleUri.Swap:
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// The Swap RESPONSE (server-authored, carries post-mulligan self hand as
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// pos→idx) must go to the engine for the correct seat. The client-sent Swap
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// ({idxList}) also enters ShadowIngest but is harmless — its selfIdxList
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// parses to null (no "self" key) so FirstMulliganOperation no-ops.
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bool swapIsPlayer = ReferenceEquals(target, A);
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ShadowFeed(frame, swapIsPlayer, $"SwapResponse({(swapIsPlayer ? "A" : "B")})");
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break;
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case NetworkBattleUri.Ready when !_engineReadyFed && ReferenceEquals(target, A):
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_engineReadyFed = true;
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// Feed A's Ready (carries A's idxChangeSeed → receiver seeds _selfXorShiftRandom).
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ShadowFeed(frame, isPlayerSeat: false, "Ready");
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// Seed B's XorShift separately — A's Ready doesn't carry B's seed.
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_engine.SeedOppoIdxChange(BattleSeeds.IdxChange(_state.MasterSeed, B.ViewerId));
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break;
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}
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}
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}
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private void ShadowFeed(MsgEnvelope frame, bool isPlayerSeat, string label)
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{
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var engineFrame = frame.Body is RawBody ? frame : frame with { Body = ToRawBody(frame.Body) };
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var r = _engine.Receive(engineFrame, isPlayerSeat);
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if (r.Diverged)
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_log.LogWarning("BattleSession {Bid}: shadow engine diverged on {Label} feed: {Reason}",
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BattleId, label, r.RejectReason);
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if (frame.Uri is NetworkBattleUri.Deal or NetworkBattleUri.Swap or NetworkBattleUri.Ready)
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LogEngineHandState(frame.Uri, $"ShadowFeed({label})");
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}
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private static readonly JsonSerializerOptions _bodyJsonOptions = Wire.WireJsonOptions.CamelCase;
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/// <summary>Convert a typed body record (DealBody, SwapResponseBody, ReadyBody, etc.) to the
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/// <see cref="RawBody"/> the engine receiver expects. Serialize → JsonElement → ToObject (the
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/// same deep-conversion MsgEnvelope.FromJson uses for incoming wire frames).</summary>
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private static RawBody ToRawBody(IMsgBody? body)
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{
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if (body is null) return new RawBody(new Dictionary<string, object?>());
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var el = JsonSerializer.SerializeToElement(body, body.GetType(), _bodyJsonOptions);
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var dict = el.EnumerateObject()
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.ToDictionary(p => p.Name, p => MsgEnvelope.ToObject(p.Value));
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return new RawBody(dict);
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}
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/// <summary>Seat the shadow engine once, from the master seed + both deterministically-shuffled
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/// decks the node already computed (F-N-5). Attempted a single time; if the host can't seat the
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/// engine headless, it stays not-ready and the shadow no-ops for the rest of the battle.</summary>
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private void EnsureEngineSetup()
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{
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if (_engineSetupAttempted) return;
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_engineSetupAttempted = true;
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// Per-session BattleAmbientContext on the engine isolates per-battle state across concurrent
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// sessions (Task 7 of multi-instancing migration), so the historical single-active-engine gate
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// (EngineSessionGate.TryAcquire) is gone and engine setup is unconditional. A genuine setup
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// failure still surfaces via ComputeFrames' shadow-engine try/catch (it logs + swallows so the
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// relay never sees an engine exception, ND6), and IsReady stays false in that case so
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// ShadowIngest/ShadowFeedServerFrames no-op for the rest of the battle.
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//
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// Seed the engine's StableRandom with BattleSeeds.Stable(MasterSeed) — the SAME value the
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// Matched frame ships to both clients (InitBattleHandler.cs:28). The clients seed their
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// System.Random with Matched.seed (BattleManagerBase.cs:721), so the engine's stream must
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// share that derivation to track. MasterSeed itself is a root only — every wire-facing seed
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// (Stable, IdxChange, DeckShuffle) is a BattleSeeds.Derive(...) of it; the engine never
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// consumes the root directly. Live regression: bid 654473755566 had MasterSeed=1184631275
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// and Stable=1543475792 (the Matched.seed); seeding the engine with the raw root made every
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// turn-1+ draw pick a different deck position than the clients, so the opponent's first
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// non-mulligan play addressed a card the engine never drew → HandCardToField threw.
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_engine.Setup(BattleSeeds.Stable(_state.MasterSeed),
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_state.GetShuffledDeck(A), _state.GetShuffledDeck(B),
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(int)A.Context.ClassId, (int)B.Context.ClassId);
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}
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private void ShadowIngest(IBattleParticipant from, MsgEnvelope env)
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{
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if (!_engine.IsReady) return;
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bool isPlayerSeat = ReferenceEquals(from, A);
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var r = _engine.Receive(env, isPlayerSeat);
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if (r.Diverged)
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_log.LogWarning("BattleSession {Bid}: shadow engine diverged on {Uri}: {Reason}",
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BattleId, env.Uri, r.RejectReason);
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if (env.Uri is NetworkBattleUri.Swap or NetworkBattleUri.TurnStart or NetworkBattleUri.PlayActions)
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LogEngineHandState(env.Uri, $"ShadowIngest(seat={(isPlayerSeat ? "A" : "B")})");
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}
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private void LogEngineHandState(NetworkBattleUri uri, string label)
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{
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if (!_engine.IsReady) return;
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var aIdxs = string.Join(",", Enumerable.Range(0, _engine.HandCount(true))
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.Select(i => _engine.HandCardIndex(true, i)));
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var bIdxs = string.Join(",", Enumerable.Range(0, _engine.HandCount(false))
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.Select(i => _engine.HandCardIndex(false, i)));
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_log.LogInformation("BattleSession {Bid}: engine hand after {Uri} {Label}: A=[{AHand}] B=[{BHand}]",
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BattleId, uri, label, aIdxs, bIdxs);
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}
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}
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