SoloDefaultsToScripted was only consulted by ArenaTwoPickBattleController; RankBattleController did its own inline pair-up + state-code mapping and ignored the flag entirely. Result: turning on the flag globally only short-circuited TK2 polls, while rank-battle polls still parked for the PvpFirstThenAiFallback threshold (15s) before resolving — surfaced today when the user set the flag and saw rank-battle still queue, then bot- battle via the client-side AI (not the server-side Scripted lifecycle we need to test WS traffic against). New IMatchingResolver owns the cross-cutting decisions: - honor scriptedOptIn (per-request) OR options.SoloDefaultsToScripted (process-wide) — bypass pair-up, register Scripted, return 3004 - otherwise call IMatchingPairUpService.TryPairAsync and translate the PairUpResult to the 3002/3004/3007/3011 vocabulary Family controllers shed the duplicated logic: - ArenaTwoPickBattleController: ~50 LOC → ~25; preserves ?scripted=1 query opt-in (parsed permissively for "1"/"true") and the ArenaTwoPickException catch - RankBattleController: ~30 LOC → ~12; preserves the 3001 mapping for InvalidOperationException (no deck for format) and card_master_id emission DoMatchingContractTests is the durable enforcement: parametrized over TK2 + rotation + unlimited rank, asserts SoloDefaultsToScripted=true makes every family's first poll skip 3002 and return SUCCEEDED with a battle_id + node_server_url. Adding a fourth family that forgets to route through IMatchingResolver fails this test — that's the point. MatchingResolverTests covers the six resolver paths in isolation with mocks; per-test Harness locals (not fixture-level fields) because the assembly is [Parallelizable(ParallelScope.All)] and shared mocks race. 957 tests passing (was 948; +9: 6 resolver + 3 contract parametrizations). No regressions in the existing TK2 / rank-battle controller suites. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
55 lines
2.6 KiB
C#
55 lines
2.6 KiB
C#
using SVSim.BattleNode.Bridge;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <summary>
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/// Single source of truth for how a <c>/do_matching</c> request is resolved into a wire
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/// matching_state + battle_id + node_server_url across every battle family.
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/// <para>
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/// Lives here (and not on each controller) because the resolution rules are the same
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/// regardless of which URL family carried the request:
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/// </para>
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/// <list type="number">
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/// <item>Honor the dev-affordance scripted opt-in (route flag and/or
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/// <see cref="BattleNodeOptions.SoloDefaultsToScripted"/>) — bypass pair-up,
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/// register a Scripted match, return immediately.</item>
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/// <item>Otherwise consult <see cref="IMatchingPairUpService"/> and translate the
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/// resulting <see cref="PairUpResult"/> into a wire matching_state per the
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/// 3002 / 3004 / 3007 / 3011 vocabulary.</item>
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/// </list>
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/// <para>
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/// Family-specific details (DTO shapes, family-specific request fields like
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/// <c>card_master_id</c>, error-mapping like rank-battle's 3001 on a missing deck) stay
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/// on the controllers. The resolver only owns the cross-cutting "did the flag win, did
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/// pair-up resolve, what's the state code" decision.
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/// </para>
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/// </summary>
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public interface IMatchingResolver
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{
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/// <param name="mode">
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/// The matching-mode key the resolver passes through to
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/// <see cref="IMatchingPairUpService.TryPairAsync"/> — one of the
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/// <see cref="ModePolicy"/> registry's mode names (e.g. <c>"arena_two_pick_battle"</c>,
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/// <c>"rotation_rank_battle"</c>, <c>"unlimited_rank_battle"</c>).
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/// </param>
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/// <param name="player">Caller's <see cref="BattlePlayer"/> (viewer-id + built MatchContext).</param>
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/// <param name="scriptedOptIn">
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/// Per-request opt-in from a controller-specific signal (e.g. TK2's <c>?scripted=1</c>
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/// query param). OR'd with <see cref="BattleNodeOptions.SoloDefaultsToScripted"/>;
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/// either being true short-circuits to a Scripted match.
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/// </param>
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Task<MatchingResolution> ResolveAsync(
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string mode,
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BattlePlayer player,
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bool scriptedOptIn,
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CancellationToken ct);
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}
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/// <summary>
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/// Wire-level outcome of a <c>/do_matching</c> resolution. Always carries a non-null
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/// <see cref="NodeServerUrl"/> — empty string while parked (3002), real URL on resolution —
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/// because the client's <c>DoMatchingBase.SettingDoMatchingData()</c> calls
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/// <c>.ToString()</c> on the wire field without a <c>Keys.Contains</c> guard.
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/// </summary>
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public sealed record MatchingResolution(int MatchingState, string? BattleId, string NodeServerUrl);
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