The temporary [sio-in] / [sio-out] / [ws-rx-text] / [ws-rx-bin] /
[ws-recv-exit] / [ws-loop-exit] logs added during the hand-ack
investigation are useful enough to keep around (PvP testing, future WS
debugging) but too chatty to leave on by default. Promote them from
"strip before merge" to a permanent opt-in.
New BattleNodeOptions.DiagnosticLogging (bool, default false). Wired
through BattleNodeWebSocketHandler to RealParticipant via a new optional
ctor parameter (default false — existing test sites pick up the silent
default with no changes). Every Information/Warning log added during the
investigation is now if-gated; non-diagnostic logs (the decode-failure
warnings, the dispatch-drop debug) stay as-is.
Toggle via appsettings*.json:
"BattleNode": { "DiagnosticLogging": true }
Or live via the singleton:
factory.Services.GetRequiredService<BattleNodeOptions>().DiagnosticLogging = true
175 battle-node tests still passing — existing tests use the constructor
default and emit nothing, so no test changes were required.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
44 lines
2.3 KiB
C#
44 lines
2.3 KiB
C#
namespace SVSim.BattleNode.Bridge;
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/// <summary>
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/// DI-injected options for the battle node. NodeServerUrl matches the prod
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/// do_matching wire format: <c>host:port/socket.io/</c>, no scheme prefix.
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/// BestHTTP's SocketManager parses it as the Socket.IO v2 endpoint URL.
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/// </summary>
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public sealed class BattleNodeOptions
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{
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public string NodeServerUrl { get; set; } = "localhost:5148/socket.io/";
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/// <summary>
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/// How long the first arriver's WS waits for a partner before disconnecting.
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/// Matches the architecture spec's 60s default; override (typically lower)
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/// in tests via the factory.
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/// </summary>
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public TimeSpan WaitingRoomTimeout { get; set; } = TimeSpan.FromSeconds(60);
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/// <summary>
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/// Dev convenience: when true, matchmaking endpoints that would otherwise park
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/// a solo poller (returning 3002 RETRY until a partner arrives) instead return
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/// a Scripted match immediately — equivalent to passing <c>?scripted=1</c> on
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/// every request. Turn off to test real PvP with two clients. Default false.
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/// <para>Trade-off: while on, two viewers polling simultaneously each get
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/// their own Scripted match instead of pairing with each other. Toggling off
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/// is the only way to get PvP behavior.</para>
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/// </summary>
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public bool SoloDefaultsToScripted { get; set; } = false;
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/// <summary>
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/// When true, <see cref="Sessions.Participants.RealParticipant"/> emits per-frame
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/// diagnostic logs at Information level: <c>[sio-in]</c> on every inbound msg/alive/hand
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/// envelope (URI, pubSeq, ackId, dispatch decision, ack-sent flag, ack arg, inbound
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/// watermark); <c>[sio-out]</c> on every outbound push (URI, pubSeq, playSeq, noStock);
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/// <c>[ws-rx-text]</c> / <c>[ws-rx-bin]</c> on every WS frame received at the transport
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/// layer; <c>[ws-recv-exit]</c> / <c>[ws-loop-exit]</c> on read-loop termination
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/// (with WebSocket state + exception type when applicable). Default false — keeps
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/// production logs clean. Flip on per session for live WS debugging, PvP investigation,
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/// or to reproduce the kind of softlock chased in
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/// <c>docs/audits/battle-node-sio-events-2026-06-02.md</c>.
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/// </summary>
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public bool DiagnosticLogging { get; set; } = false;
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}
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