RealParticipant gains _sessionFinished TCS + MarkSessionFinished / AwaitSessionFinishedAsync. PvP first-arriver's handler awaits the signal instead of calling self.RunAsync (which the session does internally on the same instance — double-call would race the WS read). BattleSession.RunAsync branches on Type: Pvp uses WhenAny + synthesize BattleFinish(Win) to survivor + WhenAll(drain); Scripted/Bot keep Phase 1's WhenAll-everything semantics. Disconnect cascade now drives end-of-battle when a WS drops without a graceful Retire.
334 lines
15 KiB
C#
334 lines
15 KiB
C#
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.Protocol.Bodies;
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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 + noStock
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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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/// Phase 1 wires this for <see cref="BattleType.Scripted"/> only — the dispatch logic
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/// preserves v1.2 behaviour. Phase 2 wires Pvp (broadcast Matched/BattleStart per-perspective,
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/// forward gameplay frames between participants). Phase 3 wires Bot (ack-only).
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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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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 BattleSessionPhase Phase { get; private set; } = BattleSessionPhase.AwaitingInitNetwork;
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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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// 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.
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// ScriptedBotParticipant.RunAsync also returns immediately; that's not used
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// here (Pvp has two RealParticipants), but we'd still want a synthesized
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// BattleFinish for the survivor if either side 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 (Phase != BattleSessionPhase.Terminal)
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{
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// Involuntary drop (no graceful Retire): synthesize BattleFinish(Win) to survivor.
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try
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{
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await survivor.PushAsync(
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BuildBattleFinish(BattleResult.Win), noStock: true, 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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Phase = BattleSessionPhase.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 { /* swallow cancellation / WS exceptions */ }
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}
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else
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{
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// Phase 1 semantics for Scripted/Bot: wait for ALL participants. The bot's
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// RunAsync returns immediately; 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 { /* swallow */ }
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}
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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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}
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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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try
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{
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var routes = ComputeFrames(from, env);
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foreach (var (target, frame, noStock) in routes)
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{
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await target.PushAsync(frame, noStock, 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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}
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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, noStock) tuples 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<(IBattleParticipant Target, MsgEnvelope Frame, bool NoStock)> ComputeFrames(
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IBattleParticipant from, MsgEnvelope env)
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{
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var result = new List<(IBattleParticipant, MsgEnvelope, bool)>();
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var other = ReferenceEquals(from, A) ? B : A;
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var phaseFrom = from as IHasHandshakePhase;
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// The dispatch table only covers the Scripted-mode behaviour Phase 1 needs;
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// Phase 2 (Pvp) and Phase 3 (Bot) add the other-type branches. Handshake-phase
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// arms read the SENDER's Phase (per-participant); the session-level Phase
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// remains only for the Terminal short-circuit.
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switch (env.Uri)
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{
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case NetworkBattleUri.InitNetwork when phaseFrom?.Phase == BattleSessionPhase.AwaitingInitNetwork:
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result.Add((from, BuildAck(NetworkBattleUri.InitNetwork), true));
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phaseFrom!.Phase = BattleSessionPhase.AwaitingInitBattle;
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break;
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case NetworkBattleUri.InitBattle when phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
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// Phase 1: push Matched only to the "real" participant. The session reads
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// selfInfo from from.Context and oppoInfo from other.Context (the scripted
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// bot's Context fixture preserves the prod-captured cosmetics that previously
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// lived in ScriptedProfiles).
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result.Add((from, ScriptedLifecycle.BuildMatched(
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from.Context, other.Context,
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from.ViewerId, other.ViewerId,
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BattleId, ScriptedProfiles.BattleSeed), false));
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phaseFrom!.Phase = BattleSessionPhase.AwaitingLoaded;
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break;
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case NetworkBattleUri.Loaded when phaseFrom?.Phase == BattleSessionPhase.AwaitingLoaded:
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result.Add((from, ScriptedLifecycle.BuildBattleStart(
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from.Context, other.Context, from.ViewerId), false));
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result.Add((from, ScriptedLifecycle.BuildDeal(), false));
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phaseFrom!.Phase = BattleSessionPhase.AwaitingSwap;
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break;
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case NetworkBattleUri.Swap when phaseFrom?.Phase == BattleSessionPhase.AwaitingSwap:
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{
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var hand = ScriptedLifecycle.ComputeHandAfterSwap(ExtractIdxList(env));
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result.Add((from, ScriptedLifecycle.BuildSwapResponse(hand), false));
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result.Add((from, ScriptedLifecycle.BuildReady(hand), false));
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phaseFrom!.Phase = BattleSessionPhase.AfterReady;
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break;
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}
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case NetworkBattleUri.TurnEnd when phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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case NetworkBattleUri.TurnEndFinal when phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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if (Type == BattleType.Pvp && BothAfterReady())
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{
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// Broadcast TurnEnd + Judge to BOTH. Each client's JudgeOperation ->
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// ControlTurnStartPlayer advances the active-player state machine.
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var turnEndBroadcast = BuildTurnEndBroadcast();
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var judgeBroadcast = BuildJudgeBroadcast();
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result.Add((from, turnEndBroadcast, false));
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result.Add((other, turnEndBroadcast, false));
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result.Add((from, judgeBroadcast, false));
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result.Add((other, judgeBroadcast, false));
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}
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else if (Type == BattleType.Scripted)
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{
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// Phase 1 Scripted: forward to bot; bot fires three-frame burst back.
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result.Add((other, env, false));
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}
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// For Bot type, no-op (NoOpBot swallows; client handles its own turn end).
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break;
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case NetworkBattleUri.Retire:
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case NetworkBattleUri.Kill:
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if (Type == BattleType.Pvp)
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{
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result.Add((from, BuildBattleFinish(BattleResult.Lose), true));
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result.Add((other, BuildBattleFinish(BattleResult.Win), true));
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}
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else
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{
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// Scripted (and future Bot) — sender wins by default (no real opponent).
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result.Add((from, BuildBattleFinishNoContest(), true));
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}
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Phase = BattleSessionPhase.Terminal;
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break;
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// Frames emitted by the scripted bot (TurnStart / TurnEnd / Judge) — forward
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// to the real participant. These match the v1.2 burst's three outbound pushes.
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// Pre-migration this arm only handled TurnStart/Judge because the handshake
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// TurnEnd arm above (gated on session-level Phase) also caught the bot's TurnEnd.
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// Post-migration that arm gates on the sender's per-participant Phase, which the
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// bot doesn't have, so the bot's TurnEnd now lands here.
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// The `IsRealForwardableFromScripted` guard ensures this arm matches ONLY the
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// scripted bot's emissions (sender ViewerId == FakeOpponentViewerId) — without
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// it, a TurnStart/TurnEnd/Judge from a real participant in PvP mode would match
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// here and `goto default` would skip the PvP forwarder arm below.
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case NetworkBattleUri.TurnStart when IsRealForwardableFromScripted(from, env):
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case NetworkBattleUri.TurnEnd when IsRealForwardableFromScripted(from, env):
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case NetworkBattleUri.Judge when IsRealForwardableFromScripted(from, env):
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// Generic forwarder for scripted-bot emissions. The Scripted bot's TurnStart,
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// TurnEnd, and Judge are intended for the real participant.
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result.Add((other, env, false));
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break;
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// --- PvP gameplay forwarding (post-AfterReady).
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// Order matters: this MUST come after the FakeOpponentViewerId arms so
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// Scripted bot emissions don't fall into the PvP forwarder.
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case NetworkBattleUri.TurnStart when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.PlayActions when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.Echo when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.TurnEndActions when Type == BattleType.Pvp && BothAfterReady():
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case NetworkBattleUri.JudgeResult when Type == BattleType.Pvp && BothAfterReady():
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result.Add((other, env, false));
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break;
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default:
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_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in phase={Phase} from vid={Vid}",
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BattleId, env.Uri, Phase, from.ViewerId);
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break;
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}
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return result;
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}
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// Phase 1: the only "scripted-bot" emissions we need to forward are the three burst
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// frames (TurnStart, TurnEnd, Judge) — and TurnEnd is already handled in the switch
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// above as a forwardable bot emission. This helper exists so the TurnStart/Judge cases
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// above only fire when the source is actually a participant (not malformed inbound).
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private static bool IsRealForwardableFromScripted(IBattleParticipant from, MsgEnvelope env)
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{
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// The bot's emitted frames carry ViewerId == FakeOpponentViewerId.
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return from.ViewerId == ScriptedLifecycle.FakeOpponentViewerId;
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}
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// Phase 2: PvP gameplay-frame forwarding is gated on BOTH sides having completed
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// the handshake (i.e. reached AfterReady). Until then, an early TurnStart/PlayActions
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// from one side has no valid recipient.
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private bool BothAfterReady() =>
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(A as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady;
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private MsgEnvelope BuildAck(NetworkBattleUri uri) => new(
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uri,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.General,
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PubSeq: null,
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PlaySeq: null,
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Body: new ResultCodeOnlyBody());
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private MsgEnvelope BuildBattleFinishNoContest() => new(
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NetworkBattleUri.BattleFinish,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new BattleFinishBody(Result: BattleResult.Win));
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private MsgEnvelope BuildTurnEndBroadcast() => new(
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NetworkBattleUri.TurnEnd,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new TurnEndBody(TurnState: 0));
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private MsgEnvelope BuildJudgeBroadcast() => new(
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NetworkBattleUri.Judge,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new JudgeBody(Spin: ScriptedProfiles.OpponentJudgeSpin));
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private MsgEnvelope BuildBattleFinish(BattleResult result) => new(
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NetworkBattleUri.BattleFinish,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new BattleFinishBody(Result: result));
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private static IReadOnlyList<long> ExtractIdxList(MsgEnvelope env)
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{
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if (env.Body is not RawBody rawBody) return Array.Empty<long>();
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if (rawBody.Entries.TryGetValue("idxList", out var raw) && raw is System.Collections.IEnumerable seq && raw is not string)
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{
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var result = new List<long>();
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foreach (var item in seq)
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{
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switch (item)
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{
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case long l: result.Add(l); break;
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case int i: result.Add(i); break;
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case double d: result.Add((long)d); break;
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case decimal m: result.Add((long)m); break;
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case string s when long.TryParse(s, out var p): result.Add(p); break;
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}
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}
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return result;
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}
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return Array.Empty<long>();
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}
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}
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