Files
SVSimServer/SVSim.BattleNode/Sessions/BattleSession.cs
gamer147 c279b811ad docs(battle-node): project README + docstrings on hosting/lifecycle
Add a per-project README in SVSim.BattleNode/ that covers:
- Architecture (the six concern folders)
- The connect-handshake sequence verified end-to-end at smoke
- A wire-format-gotchas table for the spec divergences caught during
  v1 (headers vs query for credentials, schemeless node URL with
  /socket.io/ path, required card_master_id, required resultCode=1,
  Matched in response to InitBattle not InitNetwork, EIO3 0x04 prefix
  on binary frames, FromJson conditional-expression number-boxing)
- What the v1 scripted opponent does and what is hardcoded
- A "where to extend" table for v2 work
- The full test layout and cross-references to specs/plans

Fill in XML docs on the public surface that previously had none:
- BattleNodeExtensions.AddBattleNode / UseBattleNode (DI + middleware
  wiring, including the pipeline-order note that auth runs before
  UseWebSockets)
- BattleNodeWebSocketHandler class + HandleAsync (the validation chain)
- BattleSession.ComputeResponses (the lifecycle state machine, with
  the NoStock flag's meaning)
- ScriptedLifecycle class (v1 scope, resultCode injection rule,
  pointer to the "where to extend" section)
- MatchingBridge class (mint-id + register flow)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:57:15 -04:00

366 lines
16 KiB
C#

using System.Net.WebSockets;
using System.Security.Cryptography;
using System.Text;
using Microsoft.Extensions.Logging;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Reliability;
using SVSim.BattleNode.Wire;
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// One per connected client. Owns the WebSocket + reliability ledgers + lifecycle phase.
/// </summary>
public sealed class BattleSession
{
private readonly WebSocket _ws;
private readonly ILogger<BattleSession> _log;
public string BattleId { get; }
public long ViewerId { get; }
public BattleSessionPhase Phase { get; internal set; } = BattleSessionPhase.AwaitingInitNetwork;
public InboundTracker Inbound { get; } = new();
public OutboundSequencer Outbound { get; } = new();
public BattleSession(WebSocket ws, string battleId, long viewerId, ILogger<BattleSession> log)
{
_ws = ws;
_log = log;
BattleId = battleId;
ViewerId = viewerId;
}
/// <summary>
/// Send the EIO3 open handshake then run the read loop until the WS closes.
/// </summary>
public async Task RunAsync(CancellationToken cancellation)
{
await SendEioOpenAsync(cancellation);
var buffer = new byte[8192];
var pendingAttachments = new List<byte[]>();
SocketIoFrame? pendingFrame = null;
while (_ws.State == WebSocketState.Open && !cancellation.IsCancellationRequested)
{
var msg = await ReadCompleteMessageAsync(buffer, cancellation);
if (msg is null) break;
if (msg.Value.IsText)
{
var text = Encoding.UTF8.GetString(msg.Value.Bytes);
if (text.Length == 0) continue;
var eio = EngineIoFrame.Parse(text);
if (eio.Type == EngineIoPacketType.Ping)
{
await SendTextAsync("3", cancellation); // EIO3 pong
continue;
}
if (eio.Type != EngineIoPacketType.Message) continue;
// SIO inside the message payload.
var sio = SocketIoFrame.Parse(eio.Payload);
if (sio.AttachmentCount > 0)
{
pendingFrame = sio;
pendingAttachments.Clear();
continue;
}
DispatchSocketIo(sio);
}
else
{
// Binary frame — an attachment for a pending binary event.
// Engine.IO v3 prefixes binary WS frames with the packet-type byte
// (0x04 = Message), analogous to the leading digit on text frames.
// Strip it before treating the rest as the Socket.IO attachment payload.
var bin = msg.Value.Bytes;
if (bin.Length > 0 && bin[0] == (byte)EngineIoPacketType.Message)
{
bin = bin.AsSpan(1).ToArray();
}
pendingAttachments.Add(bin);
if (pendingFrame is not null && pendingAttachments.Count == pendingFrame.AttachmentCount)
{
var assembled = pendingFrame.WithAttachments(pendingAttachments.ToArray());
pendingFrame = null;
DispatchSocketIo(assembled);
}
}
}
}
private async void DispatchSocketIo(SocketIoFrame frame)
{
if (frame.Type is SocketIoPacketType.Event or SocketIoPacketType.BinaryEvent)
{
switch (frame.EventName)
{
case "msg" when frame.BinaryAttachments.Count == 1:
await HandleMsgEventAsync(frame);
return;
case "alive" when frame.BinaryAttachments.Count == 1:
await HandleAliveEventAsync(frame);
return;
}
}
// hand / unknown events: log and drop.
_log.LogDebug("BattleSession {Bid}: dropping SIO event={Event}", BattleId, frame.EventName);
}
private async Task HandleMsgEventAsync(SocketIoFrame frame)
{
try
{
MsgEnvelope env;
try { env = MsgPayloadCodec.Decode(frame.BinaryAttachments[0]); }
catch (Exception ex)
{
_log.LogWarning(ex, "BattleSession {Bid}: failed to decode msg envelope", BattleId);
return;
}
// Ack tracking + dedupe.
bool shouldDispatch = true;
if (env.PubSeq.HasValue)
{
shouldDispatch = Inbound.Observe(env.PubSeq.Value);
if (frame.AckId.HasValue)
{
await SendSioAckAsync(frame.AckId.Value, env.PubSeq.Value);
}
}
if (!shouldDispatch) return;
// Run the pure-logic decision and drive sends.
var responses = ComputeResponses(env);
foreach (var (responseEnv, noStock) in responses)
{
if (noStock)
await PushNoStockAsync(responseEnv);
else
await PushOrderedAsync(responseEnv);
}
}
catch (Exception ex)
{
_log.LogError(ex, "BattleSession {Bid}: unhandled exception in HandleMsgEventAsync", BattleId);
}
}
private async Task HandleAliveEventAsync(SocketIoFrame frame)
{
try
{
// Client emits Gungnir every 5s with an SIO ack callback expecting just liveness confirmation
// (payload ignored). We ack immediately, then push our own alive back with scs/ocs ONLINE
// placeholders — the only response the client uses to drive its scs/ocs state machine.
if (frame.AckId.HasValue)
{
await SendSioAckAsync(frame.AckId.Value, 0);
}
var aliveEnv = new MsgEnvelope(
Uri: NetworkBattleUri.Gungnir,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
Uuid: "node-stub",
Bid: null,
Try: 0,
Cat: EmitCategory.General,
PubSeq: null,
PlaySeq: null,
Body: Gungnir.BuildAlivePushBody());
await PushNoStockAsync(aliveEnv, eventName: "alive");
}
catch (Exception ex)
{
_log.LogError(ex, "BattleSession {Bid}: unhandled exception in HandleAliveEventAsync", BattleId);
}
}
/// <summary>
/// Pure-logic lifecycle state machine: given an inbound <see cref="MsgEnvelope"/> and the
/// current <see cref="Phase"/>, return the envelopes the session should push back AND
/// transition <see cref="Phase"/>. Extracted as an internal method so unit tests can drive
/// the state machine without standing up a real WebSocket.
/// </summary>
/// <returns>
/// Ordered list of (envelope, no-stock) tuples. <c>NoStock = true</c> means the push is a
/// control frame (ack / BattleFinish) and bypasses <see cref="OutboundSequencer"/>'s
/// playSeq assignment + Resume archive. <c>NoStock = false</c> means the push is part of
/// the ordered stream and gets a fresh playSeq.
/// </returns>
internal IReadOnlyList<(MsgEnvelope Envelope, bool NoStock)> ComputeResponses(MsgEnvelope env)
{
var result = new List<(MsgEnvelope Envelope, bool NoStock)>();
switch (env.Uri)
{
// The real handshake sequence (MatchingNetworkConnectChecker + Matching.cs):
// 1. WS opens.
// 2. Client emits InitNetwork (cat=general).
// 3. Server replies with InitNetwork ack → _initNetworkSuccess = true.
// 4. MatchingInitBattle() runs: status=Connect, emits InitBattle, THEN subscribes
// the OnReceivedEvent matching handler.
// 5. Server replies with Matched → handler is subscribed, status=Connect →
// transitions to StartLoad and StartBattleLoad() loads decks/scene.
// 6. Asset load completes → client emits Loaded.
// 7. Server replies with BattleStart + Deal → status=Prepared, GotoBattle().
// Pushing Matched in response to InitNetwork (instead of InitBattle) drops it
// before the handler is subscribed; the state machine never advances.
case NetworkBattleUri.InitNetwork when Phase == BattleSessionPhase.AwaitingInitNetwork:
result.Add((BuildAckedEnvelope(NetworkBattleUri.InitNetwork), NoStock: true));
Phase = BattleSessionPhase.AwaitingInitBattle;
break;
case NetworkBattleUri.InitBattle when Phase == BattleSessionPhase.AwaitingInitBattle:
result.Add((ScriptedLifecycle.BuildMatched(ViewerId, ScriptedLifecycle.FakeOpponentViewerId, BattleId), NoStock: false));
Phase = BattleSessionPhase.AwaitingLoaded;
break;
case NetworkBattleUri.Loaded when Phase == BattleSessionPhase.AwaitingLoaded:
result.Add((ScriptedLifecycle.BuildBattleStart(ViewerId), NoStock: false));
result.Add((ScriptedLifecycle.BuildDeal(), NoStock: false));
Phase = BattleSessionPhase.AwaitingSwap;
break;
case NetworkBattleUri.Swap when Phase == BattleSessionPhase.AwaitingSwap:
{
// Compute the actual post-mulligan hand: any idx in idxList that's in the initial
// 3-card hand gets replaced with a fresh deck idx. Both Swap response AND Ready
// need the SAME hand — the client diffs them to compute "drawn cards" and errors
// out with "Card swap failed: AbandonCards[...]/DrawCards[]" if they don't agree.
var hand = ScriptedLifecycle.ComputeHandAfterSwap(ExtractIdxList(env));
result.Add((ScriptedLifecycle.BuildSwapResponse(hand), NoStock: false));
result.Add((ScriptedLifecycle.BuildReady(hand), NoStock: false));
Phase = BattleSessionPhase.AfterReady;
break;
}
case NetworkBattleUri.TurnEnd when Phase == BattleSessionPhase.AfterReady:
case NetworkBattleUri.TurnEndFinal when Phase == BattleSessionPhase.AfterReady:
// Push a minimal opponent TurnStart so the client transitions to "Opponent's turn…"
// display. v1 doesn't simulate the opponent — once this lands, the client sits
// there indefinitely (this IS the documented v1 stopping point).
result.Add((ScriptedLifecycle.BuildOpponentTurnStart(), NoStock: false));
Phase = BattleSessionPhase.OpponentTurn;
break;
case NetworkBattleUri.Retire:
case NetworkBattleUri.Kill:
// These always terminate, regardless of phase.
result.Add((BuildBattleFinishNoContest(), NoStock: true));
Phase = BattleSessionPhase.Terminal;
break;
default:
// Out-of-order or unknown URI: log and drop (no response).
_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in phase={Phase}", BattleId, env.Uri, Phase);
break;
}
return result;
}
private MsgEnvelope BuildAckedEnvelope(NetworkBattleUri uri) => new(
uri,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
Uuid: "node-stub",
Bid: null,
Try: 0,
Cat: EmitCategory.General,
PubSeq: null,
PlaySeq: null,
Body: new Dictionary<string, object?> { ["resultCode"] = 1 });
private MsgEnvelope BuildBattleFinishNoContest() => new(
NetworkBattleUri.BattleFinish,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
Uuid: "node-stub",
Bid: null,
Try: 0,
Cat: EmitCategory.Battle,
PubSeq: null,
PlaySeq: null,
Body: new Dictionary<string, object?> { ["result"] = 1, ["resultCode"] = 1 });
private static IReadOnlyList<long> ExtractIdxList(MsgEnvelope env)
{
// Defensive: accept any IEnumerable carrying any numeric boxing (long/int/double/decimal/
// string). MsgEnvelope.FromJson should box small ints as long, but a parser quirk
// anywhere upstream could yield a different boxed type and OfType<long> would silently
// drop the entries — that broke the v1 mulligan during smoke.
if (env.Body.TryGetValue("idxList", out var raw) && raw is System.Collections.IEnumerable seq && raw is not string)
{
var result = new List<long>();
foreach (var item in seq)
{
switch (item)
{
case long l: result.Add(l); break;
case int i: result.Add(i); break;
case double d: result.Add((long)d); break;
case decimal m: result.Add((long)m); break;
case string s when long.TryParse(s, out var p): result.Add(p); break;
}
}
return result;
}
return Array.Empty<long>();
}
private Task PushOrderedAsync(MsgEnvelope env, string eventName = "synchronize") =>
EncodeAndSendAsync(Outbound.AssignAndArchive(env), eventName);
private Task PushNoStockAsync(MsgEnvelope env, string eventName = "synchronize") =>
EncodeAndSendAsync(Outbound.WrapNoStock(env), eventName);
private async Task EncodeAndSendAsync(MsgEnvelope env, string eventName)
{
var key = NodeCrypto.GenerateKey(() => RandomNumberGenerator.GetInt32(0, 16));
var bytes = MsgPayloadCodec.Encode(env, key);
var sio = SocketIoFrame.BinaryEventWithAttachments(eventName, new[] { bytes });
var (text, bins) = sio.Encode();
var eioText = $"{(int)EngineIoPacketType.Message}{text}";
await SendTextAsync(eioText, CancellationToken.None);
foreach (var bin in bins)
{
// Engine.IO v3 binary frames are prefixed with the packet-type byte
// (0x04 = Message), the binary analog of the leading digit on text frames.
var prefixed = new byte[bin.Length + 1];
prefixed[0] = (byte)EngineIoPacketType.Message;
Buffer.BlockCopy(bin, 0, prefixed, 1, bin.Length);
await _ws.SendAsync(prefixed, WebSocketMessageType.Binary, endOfMessage: true, CancellationToken.None);
}
}
private async Task SendSioAckAsync(int ackId, long arg)
{
// checked() ensures we'd notice if pubSeq ever exceeded int.MaxValue (not realistic but defensive).
var ack = SocketIoFrame.AckResponse(ackId, checked((int)arg));
var (text, _) = ack.Encode();
var eioText = $"{(int)EngineIoPacketType.Message}{text}";
await SendTextAsync(eioText, CancellationToken.None);
}
private async Task SendEioOpenAsync(CancellationToken ct)
{
var sid = Guid.NewGuid().ToString("N").Substring(0, 16);
var handshake = new EngineIoHandshake(sid, Array.Empty<string>(), 25000, 60000).ToJson();
await SendTextAsync($"0{handshake}", ct);
}
private Task SendTextAsync(string text, CancellationToken ct)
{
var bytes = Encoding.UTF8.GetBytes(text);
return _ws.SendAsync(bytes, WebSocketMessageType.Text, endOfMessage: true, ct);
}
private async Task<(byte[] Bytes, bool IsText)?> ReadCompleteMessageAsync(byte[] buffer, CancellationToken ct)
{
using var ms = new MemoryStream();
WebSocketReceiveResult result;
do
{
try { result = await _ws.ReceiveAsync(buffer, ct); }
catch (OperationCanceledException) { return null; }
catch (WebSocketException) { return null; }
if (result.MessageType == WebSocketMessageType.Close) return null;
ms.Write(buffer, 0, result.Count);
} while (!result.EndOfMessage);
return (ms.ToArray(), result.MessageType == WebSocketMessageType.Text);
}
}