Files
SVSimServer/SVSim.EmulatedEntrypoint/Program.cs
gamer147 b65cf81977 feat(matching): per-mode policy + AI-fallback branch in InProcessPairUp
InProcessPairUp now consults ModePolicyRegistry per call and reads the
fallback threshold from MatchingConfig via IServiceScopeFactory (singleton
service consuming a scoped IGameConfigService). New behavior for
PvpFirstThenAiFallback modes: when the calling viewer IS the slot's
waiter and Now - WaitingSince >= threshold, the waiter unparks and the
bridge resolves a Bot match. PvpOnly modes (TK2) keep parking forever
(modulo a 5-minute stale-waiter eviction backstop).

TimeProvider is injected so tests can drive time forward with
FakeTimeProvider — 7 new tests cover the four key transitions
(stay-parked / pair-pvp / fall-back / stale-evict) plus per-mode
isolation. Fixture uses [FixtureLifeCycle(InstancePerTestCase)] because
the assembly is Parallelizable(ParallelScope.All).

Program.cs registers ModePolicyRegistry with three rows: TK2 PvpOnly,
rotation/unlimited rank PvpFirstThenAiFallback.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 01:09:42 -04:00

202 lines
11 KiB
C#

using System.Text.Json;
using System.Text.Json.Serialization;
using Microsoft.EntityFrameworkCore;
using SVSim.Database;
using SVSim.Database.Repositories.BuildDeck;
using SVSim.Database.Repositories.Card;
using SVSim.Database.Repositories.Collectibles;
using SVSim.Database.Repositories.Deck;
using SVSim.Database.Repositories.Globals;
using SVSim.Database.Repositories.Pack;
using SVSim.Database.Repositories.Story;
using SVSim.Database.Repositories.Viewer;
using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Configuration;
using SVSim.EmulatedEntrypoint.Extensions;
using SVSim.EmulatedEntrypoint.Matching;
using SVSim.EmulatedEntrypoint.Middlewares;
using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
using SVSim.EmulatedEntrypoint.Services;
using SVSim.BattleNode.Hosting;
namespace SVSim.EmulatedEntrypoint;
public class Program
{
public static void Main(string[] args)
{
var builder = WebApplication.CreateBuilder(args);
// Add services to the container.
builder.Services.AddControllers().AddJsonOptions(opt =>
{
// Wire-format congruence: the encrypted msgpack path uses snake_case [Key("...")]
// names; the plain-JSON path runs through System.Text.Json. Match them by using
// SnakeCaseLower naming policy here so both paths emit identical key names — and
// so the translation middleware can hand JSON keys straight through to msgpack
// without per-property name remapping.
opt.JsonSerializerOptions.PropertyNamingPolicy = JsonNamingPolicy.SnakeCaseLower;
// Production omits null/optional fields entirely; the client uses
// `Keys.Contains(name)` as a presence check and calls `.ToInt()` (etc.) on the
// value without a null guard. Emitting `"key":null` makes Contains return true and
// crashes the client. Drop nulls during serialization so missing == absent.
opt.JsonSerializerOptions.DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull;
// Format-typed properties serialize to/from the wire deck_format int via the
// client's FormatConvertApi mapping. See FormatExtensions.cs.
opt.JsonSerializerOptions.Converters.Add(new FormatJsonConverter());
});
// Learn more about configuring Swagger/OpenAPI at https://aka.ms/aspnetcore/swashbuckle
builder.Services.AddEndpointsApiExplorer();
builder.Services.AddSwaggerGen(c =>
{
// Disambiguate same-named DTOs across families (e.g. Story.StartRequest vs
// BasicPuzzle.StartRequest) by qualifying schema ids with the full type name.
c.CustomSchemaIds(t => t.FullName?.Replace("+", "."));
});
builder.Services.AddHttpLogging(opt =>
{
});
builder.Services.Configure<DeckOptions>(builder.Configuration.GetSection(DeckOptions.SectionName));
#region Database Services
builder.Services.AddDbContext<SVSimDbContext>(opt =>
{
opt.UseNpgsql(builder.Configuration.GetConnectionString("ApplicationDb"));
});
builder.Services.AddTransient<IViewerRepository, ViewerRepository>();
builder.Services.AddTransient<IPuzzleClearRepository, PuzzleClearRepository>();
builder.Services.AddTransient<ICardRepository, CardRepository>();
builder.Services.AddTransient<ICardInventoryRepository, CardInventoryRepository>();
builder.Services.AddTransient<ICollectionRepository, CollectionRepository>();
builder.Services.AddTransient<IGlobalsRepository, GlobalsRepository>();
builder.Services.AddTransient<IPuzzleCatalogRepository, PuzzleCatalogRepository>();
builder.Services.AddTransient<IArenaTwoPickRewardRepository, ArenaTwoPickRewardRepository>();
builder.Services.AddTransient<IDeckRepository, DeckRepository>();
builder.Services.AddTransient<IPackRepository, PackRepository>();
builder.Services.AddScoped<SVSim.Database.Repositories.PackDrawTables.IPackDrawTableRepository, SVSim.Database.Repositories.PackDrawTables.PackDrawTableRepository>();
builder.Services.AddTransient<IBuildDeckRepository, BuildDeckRepository>();
// Scoped (not Singleton) to avoid the singleton-depends-on-scoped-DbContext lifecycle
// pitfall. Cost: one indexed single-row query per section per request — trivial. No
// in-process cache today; the IGameConfigService interface is shaped to allow one later.
builder.Services.AddScoped<SVSim.Database.Services.IGameConfigService, GameConfigService>();
builder.Services.AddScoped<ICardFoilLookup, DbCardFoilLookup>();
builder.Services.AddScoped<PackOpenService>();
builder.Services.AddScoped<IGachaPointService, GachaPointService>();
builder.Services.AddScoped<SVSim.Database.Services.Inventory.IInventoryService,
SVSim.Database.Services.Inventory.InventoryService>();
builder.Services.AddScoped<SVSim.Database.Repositories.BattlePass.IBattlePassRepository,
SVSim.Database.Repositories.BattlePass.BattlePassRepository>();
builder.Services.AddScoped<SVSim.Database.Repositories.BattlePass.IViewerBattlePassRepository,
SVSim.Database.Repositories.BattlePass.ViewerBattlePassRepository>();
builder.Services.AddScoped<IBattlePassService, BattlePassService>();
builder.Services.AddScoped<SVSim.Database.Repositories.Mission.IMissionCatalogRepository,
SVSim.Database.Repositories.Mission.MissionCatalogRepository>();
builder.Services.AddScoped<SVSim.Database.Repositories.Mission.IViewerMissionRepository,
SVSim.Database.Repositories.Mission.ViewerMissionRepository>();
builder.Services.AddScoped<IMissionProgressService, MissionProgressService>();
builder.Services.AddScoped<IViewerMissionStateService, ViewerMissionStateService>();
builder.Services.AddScoped<IMissionAssembler, MissionAssembler>();
builder.Services.AddSingleton<TimeProvider>(TimeProvider.System);
builder.Services.AddScoped<IStoryMasterRepository, StoryMasterRepository>();
builder.Services.AddScoped<IViewerStoryProgressRepository, ViewerStoryProgressRepository>();
builder.Services.AddScoped<IArenaTwoPickRunRepository, ArenaTwoPickRunRepository>();
builder.Services.AddScoped<IArenaTwoPickCardPoolService, ArenaTwoPickCardPoolService>();
builder.Services.AddScoped<IArenaTwoPickService, ArenaTwoPickService>();
builder.Services.AddScoped<IMatchContextBuilder, MatchContextBuilder>();
builder.Services.AddScoped<IStoryService, StoryService>();
builder.Services.AddScoped<IDeckListBuilder, DeckListBuilder>();
builder.Services.AddSingleton<IRandom, SystemRandom>();
builder.Services.AddSingleton<PuzzleMissionEvaluator>();
// Deck-code mint/resolve uses IMemoryCache for ephemeral (3-min TTL) storage; no DB
// row, no migration. Singleton because the cache + RNG seam are process-wide.
builder.Services.AddMemoryCache();
builder.Services.AddSingleton<IDeckCodeService, DeckCodeService>();
#endregion
builder.Services.AddBattleNode(opt =>
{
// Matches the prod do_matching wire format: host:port/socket.io/, no scheme prefix.
// BestHTTP's SocketManager parses this as the Socket.IO v2 endpoint URL.
opt.NodeServerUrl = "localhost:5148/socket.io/";
// Any field in BattleNodeOptions can be overridden via the "BattleNode" section
// in appsettings*.json — see appsettings.Development.json for SoloDefaultsToScripted.
builder.Configuration.GetSection("BattleNode").Bind(opt);
});
// In-process FCFS pair-up for TK2 PvP /do_matching, plus rank-battle's AI-fallback
// branch. Singleton: per-mode state is process-wide. Proper queue API is a separate
// spec; this is enough to actually pair two viewers polling the same mode end-to-end.
builder.Services.AddSingleton(new ModePolicyRegistry(new[]
{
new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
}));
builder.Services.AddSingleton<IMatchingPairUpService, InProcessPairUp>();
builder.Services.AddTransient<ShadowverseTranslationMiddleware>();
builder.Services.AddTransient<SessionidMappingMiddleware>();
builder.Services.AddSingleton<ShadowverseSessionService>();
builder.Services.AddSingleton<ISteamServer, FacepunchSteamServer>();
builder.Services.AddSingleton<SteamSessionService>();
builder.Services.AddAuthentication()
.AddScheme<SteamAuthenticationHandlerOptions, SteamSessionAuthenticationHandler>(
SteamAuthenticationConstants.SchemeName,
opt =>
{
});
var app = builder.Build();
// Update database (skipped for non-relational providers, e.g. InMemory in tests, and
// skipped under the "Testing" environment where the test fixture has already called
// EnsureCreated against a SQLite in-memory DB — the Postgres migrations would fail there).
using (var scope = app.Services.CreateScope())
{
var dbContext = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
if (dbContext.Database.IsRelational() && !app.Environment.IsEnvironment("Testing"))
{
dbContext.UpdateDatabase();
dbContext.EnsureSeedDataAsync().GetAwaiter().GetResult();
}
}
// HttpLogging captures full request/response per call. In Testing it pipes ~3 GB of
// stdout into NUnit's per-test result capture across the suite, which OOMs the trx
// serializer. Production keeps it on.
if (!app.Environment.IsEnvironment("Testing"))
{
app.UseHttpLogging();
}
// Configure the HTTP request pipeline.
if (app.Environment.IsDevelopment())
{
app.UseSwagger();
app.UseSwaggerUI();
}
//app.UseHttpsRedirection();
app.UseMiddleware<SessionidMappingMiddleware>();
app.UseMiddleware<ShadowverseTranslationMiddleware>();
app.UseAuthentication();
app.UseAuthorization();
app.UseBattleNode();
app.MapControllers();
app.Run();
}
}