Bot roster pick was hashing (UserName, ClassId) — same player always faced the same bot class. Now hashes battleId so different matches get different opponents while retries of the same pending battle stay consistent. AI start response hardcoded Seed=0 for both sides, so the client's deck shuffle/mulligan/draw RNG was deterministic every match. The BattleNode's per-battle MasterSeed (Random.Shared) was never sent to bot-mode clients because InitBattleHandler skips the Matched frame. Now populates Seed with Random.Shared.Next() on the HTTP response. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
212 lines
9.0 KiB
C#
212 lines
9.0 KiB
C#
using Microsoft.AspNetCore.Authorization;
|
|
using Microsoft.AspNetCore.Mvc;
|
|
using SVSim.BattleNode.Bridge;
|
|
using SVSim.BattleNode.Sessions;
|
|
using SVSim.Database.Enums;
|
|
using SVSim.EmulatedEntrypoint.Constants;
|
|
using SVSim.EmulatedEntrypoint.Matching;
|
|
using SVSim.EmulatedEntrypoint.Models.Dtos.RankBattle;
|
|
using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
|
|
using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
|
|
using SVSim.EmulatedEntrypoint.Services;
|
|
|
|
namespace SVSim.EmulatedEntrypoint.Controllers;
|
|
|
|
/// <summary>
|
|
/// Rank battle family — covers rotation/unlimited human PvP + AI variants. Crossover
|
|
/// is out of scope (no AI variant; human-only). Multi-prefix URLs (rotation_rank_battle/,
|
|
/// unlimited_rank_battle/, ai_*_rank_battle/, rank_battle/) require explicit absolute
|
|
/// route attributes on each action; the controller doesn't extend SVSimController's
|
|
/// [Route("[controller]")] convention.
|
|
/// </summary>
|
|
[ApiController]
|
|
[Authorize(AuthenticationSchemes = SteamAuthenticationConstants.SchemeName)]
|
|
public sealed class RankBattleController : ControllerBase
|
|
{
|
|
private readonly IMatchingResolver _resolver;
|
|
private readonly IBattleSessionStore _sessionStore;
|
|
private readonly IMatchContextBuilder _ctxBuilder;
|
|
private readonly IBotRoster _botRoster;
|
|
private readonly ILogger<RankBattleController> _log;
|
|
|
|
public RankBattleController(
|
|
IMatchingResolver resolver,
|
|
IBattleSessionStore sessionStore,
|
|
IMatchContextBuilder ctxBuilder,
|
|
IBotRoster botRoster,
|
|
ILogger<RankBattleController> log)
|
|
{
|
|
_resolver = resolver;
|
|
_sessionStore = sessionStore;
|
|
_ctxBuilder = ctxBuilder;
|
|
_botRoster = botRoster;
|
|
_log = log;
|
|
}
|
|
|
|
private bool TryGetViewerId(out long viewerId)
|
|
{
|
|
viewerId = 0;
|
|
var claim = User.Claims.FirstOrDefault(c => c.Type == ShadowverseClaimTypes.ViewerIdClaim)?.Value;
|
|
return claim is not null && long.TryParse(claim, out viewerId);
|
|
}
|
|
|
|
[HttpPost("/rotation_rank_battle/do_matching")]
|
|
public Task<IActionResult> DoMatchingRotation([FromBody] DoMatchingRequestDto req, CancellationToken ct)
|
|
=> DoMatchingInternal("rotation_rank_battle", Format.Rotation, req, ct);
|
|
|
|
[HttpPost("/unlimited_rank_battle/do_matching")]
|
|
public Task<IActionResult> DoMatchingUnlimited([FromBody] DoMatchingRequestDto req, CancellationToken ct)
|
|
=> DoMatchingInternal("unlimited_rank_battle", Format.Unlimited, req, ct);
|
|
|
|
// AIBattleStartTask has no SetParameter override, so the body is just the inherited
|
|
// PostParams (viewer_id / steam_id / steam_session_ticket) — but the translation
|
|
// middleware requires at least one parameter to bind the decrypted body. Use BaseRequest.
|
|
[HttpPost("/ai_rotation_rank_battle/start")]
|
|
public Task<IActionResult> AiStartRotation([FromBody] BaseRequest _, CancellationToken ct)
|
|
=> AiStartInternal(Format.Rotation, ct);
|
|
|
|
[HttpPost("/ai_unlimited_rank_battle/start")]
|
|
public Task<IActionResult> AiStartUnlimited([FromBody] BaseRequest _, CancellationToken ct)
|
|
=> AiStartInternal(Format.Unlimited, ct);
|
|
|
|
/// <summary>
|
|
/// Shared finish handler — RankBattleFinishTask parses the same wire shape for
|
|
/// all four URLs and routes server-side by URL (vs IsAINetwork flag in the client).
|
|
/// Stubbed for Phase 3: echo battle_result, emit zeros elsewhere. Real rank
|
|
/// progression math is a separate spec.
|
|
/// </summary>
|
|
[HttpPost("/rotation_rank_battle/finish")]
|
|
[HttpPost("/unlimited_rank_battle/finish")]
|
|
[HttpPost("/ai_rotation_rank_battle/finish")]
|
|
[HttpPost("/ai_unlimited_rank_battle/finish")]
|
|
public IActionResult Finish([FromBody] RankBattleFinishRequestDto req)
|
|
{
|
|
if (!TryGetViewerId(out var _)) return Unauthorized();
|
|
return Ok(new RankBattleFinishResponseDto
|
|
{
|
|
BattleResult = req.BattleResult,
|
|
// All other fields default to 0 in the DTO (ClassLevel defaults to 1).
|
|
});
|
|
}
|
|
|
|
// BaseRequest parameter on every body-less action so the translation middleware can
|
|
// bind the decrypted msgpack body (it explicitly requires at least one parameter).
|
|
[HttpPost("/rank_battle/force_finish")]
|
|
public IActionResult ForceFinish([FromBody] BaseRequest _)
|
|
{
|
|
if (!TryGetViewerId(out var _u)) return Unauthorized();
|
|
return Ok(new { });
|
|
}
|
|
|
|
[HttpPost("/rank_battle/add_client_log")]
|
|
[HttpPost("/rank_battle/add_all_client_log")]
|
|
[HttpPost("/rank_battle/add_last_turn_log")]
|
|
public IActionResult AddClientLog([FromBody] BaseRequest _)
|
|
{
|
|
if (!TryGetViewerId(out var _u)) return Unauthorized();
|
|
return Ok(new { });
|
|
}
|
|
|
|
[HttpPost("/rank_battle/get_latest_master_point")]
|
|
public IActionResult GetLatestMasterPoint([FromBody] BaseRequest _)
|
|
{
|
|
if (!TryGetViewerId(out var _u)) return Unauthorized();
|
|
return Ok(new { });
|
|
}
|
|
|
|
private async Task<IActionResult> DoMatchingInternal(string mode, Format format, DoMatchingRequestDto req, CancellationToken ct)
|
|
{
|
|
if (!TryGetViewerId(out var vid)) return Unauthorized();
|
|
|
|
MatchContext ctx;
|
|
try
|
|
{
|
|
ctx = await _ctxBuilder.BuildForRankBattleAsync(vid, format, req.DeckNo);
|
|
}
|
|
catch (InvalidOperationException ex)
|
|
{
|
|
// Most likely cause: viewer has no deck at that slot for this format. Surface
|
|
// as 3001 RC_BATTLE_MATCHING_ILLEGAL — the client shows the standard
|
|
// matchmaking-error dialog rather than retrying forever.
|
|
_log.LogWarning(ex, "BuildForRankBattleAsync failed for viewer {Vid} format {Fmt} deckNo {DeckNo}; returning 3001.", vid, format, req.DeckNo);
|
|
return Ok(new DoMatchingResponseDto { MatchingState = 3001, NodeServerUrl = "" });
|
|
}
|
|
|
|
var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), ct);
|
|
|
|
return Ok(new DoMatchingResponseDto
|
|
{
|
|
MatchingState = r.MatchingState,
|
|
BattleId = r.BattleId,
|
|
NodeServerUrl = r.NodeServerUrl,
|
|
// Placeholder per spec § Out of scope — per-battle card-master split is deferred.
|
|
CardMasterId = 0,
|
|
});
|
|
}
|
|
|
|
private async Task<IActionResult> AiStartInternal(Format format, CancellationToken ct)
|
|
{
|
|
if (!TryGetViewerId(out var vid)) return Unauthorized();
|
|
|
|
// The /ai_<fmt>/start request body is BaseRequest only — it carries no deck_no.
|
|
// The deck the viewer queued with was captured in the PendingBattle's MatchContext
|
|
// at /do_matching resolution time (when InProcessPairUp called bridge.RegisterBattle).
|
|
// Reuse that context so SelfInfo's classId/charaId/sleeveId match what the user
|
|
// actually picked. Rebuilding from deck #1 was the 2026-06-02 wire-bug — surfaced
|
|
// as "queued Bloodcraft, saw Swordcraft leader."
|
|
var pending = _sessionStore.TryFindPendingForViewer(vid);
|
|
if (pending is null)
|
|
{
|
|
_log.LogWarning("AiStart for viewer {Vid} format {Fmt} has no pending battle; returning ai_id=-1.", vid, format);
|
|
return Ok(new AiBattleStartResponseDto { AiId = -1 });
|
|
}
|
|
var selfCtx = pending.P1.Context;
|
|
|
|
var bot = await _botRoster.PickAsync(selfCtx, pending.BattleId, ct);
|
|
var seed = Random.Shared.Next();
|
|
|
|
// Per spec, ai-start.md TODO: turnState semantics unclear. Default 0 (player first).
|
|
return Ok(new AiBattleStartResponseDto
|
|
{
|
|
AiId = bot.AiId,
|
|
TurnState = 0,
|
|
SelfInfo = new AiBattlePlayerInfo
|
|
{
|
|
CountryCode = selfCtx.CountryCode,
|
|
UserName = selfCtx.UserName,
|
|
SleeveId = int.TryParse(selfCtx.SleeveId, out var sId) ? sId : -1,
|
|
EmblemId = int.TryParse(selfCtx.EmblemId, out var eId) ? eId : -1,
|
|
DegreeId = int.TryParse(selfCtx.DegreeId, out var dId) ? dId : -1,
|
|
FieldId = selfCtx.FieldId,
|
|
IsOfficial = selfCtx.IsOfficial,
|
|
OppoId = bot.AiId,
|
|
Seed = seed,
|
|
Rank = 0,
|
|
BattlePoint = 0,
|
|
ClassId = int.TryParse(selfCtx.ClassId, out var cId) ? cId : -1,
|
|
CharaId = int.TryParse(selfCtx.CharaId, out var chId) ? chId : -1,
|
|
IsMasterRank = 0,
|
|
MasterPoint = 0,
|
|
},
|
|
OppoInfo = new AiBattlePlayerInfo
|
|
{
|
|
CountryCode = bot.CountryCode,
|
|
UserName = bot.UserName,
|
|
SleeveId = bot.SleeveId,
|
|
EmblemId = bot.EmblemId,
|
|
DegreeId = bot.DegreeId,
|
|
FieldId = bot.FieldId,
|
|
IsOfficial = bot.IsOfficial,
|
|
OppoId = (int)vid,
|
|
Seed = seed,
|
|
Rank = bot.Rank,
|
|
BattlePoint = bot.BattlePoint,
|
|
ClassId = bot.ClassId,
|
|
CharaId = bot.CharaId,
|
|
IsMasterRank = bot.IsMasterRank,
|
|
MasterPoint = bot.MasterPoint,
|
|
},
|
|
});
|
|
}
|
|
}
|