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