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>
64 lines
2.4 KiB
C#
64 lines
2.4 KiB
C#
using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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namespace SVSim.EmulatedEntrypoint.Matching;
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/// <inheritdoc cref="IMatchingResolver"/>
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public sealed class MatchingResolver : IMatchingResolver
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{
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private readonly IMatchingBridge _bridge;
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private readonly IMatchingPairUpService _pairUp;
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private readonly BattleNodeOptions _options;
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public MatchingResolver(
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IMatchingBridge bridge,
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IMatchingPairUpService pairUp,
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BattleNodeOptions options)
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{
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_bridge = bridge;
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_pairUp = pairUp;
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_options = options;
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}
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public 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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// Dev-affordance short-circuit. Either a per-request flag (e.g. ?scripted=1) or the
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// process-wide BattleNodeOptions.SoloDefaultsToScripted toggle puts us here.
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// Registers a Scripted match (server-side scripted opponent in BattleSession) and
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// returns matching_state=3004 SUCCEEDED so the client opens the WS and proceeds.
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if (scriptedOptIn || _options.SoloDefaultsToScripted)
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{
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var m = _bridge.RegisterBattle(player, p2: null, BattleType.Scripted);
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return Task.FromResult(new MatchingResolution(3004, m.BattleId, m.NodeServerUrl));
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}
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return ResolveViaPairUpAsync(mode, player, ct);
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}
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private async Task<MatchingResolution> ResolveViaPairUpAsync(string mode, BattlePlayer player, CancellationToken ct)
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{
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var paired = await _pairUp.TryPairAsync(mode, player, ct);
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if (paired is null)
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{
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// Parked. matching_state 3002 RETRY. node_server_url MUST be present as empty
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// string (the client unguarded-.ToString()s it before consulting matching_state).
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return new MatchingResolution(3002, BattleId: null, "");
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}
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// 3011 = AI_BATTLE_MATCHING_SUCCEEDED (PvpFirstThenAiFallback policy's threshold fired)
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// 3007 = RC_BATTLE_MATCHING_SUCCEEDED_OWNER (first arriver, cache pickup)
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// 3004 = RC_BATTLE_MATCHING_SUCCEEDED (joiner — triggered the pair)
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var state = paired switch
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{
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{ IsAiFallback: true } => 3011,
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{ IsOwner: true } => 3007,
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_ => 3004,
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};
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return new MatchingResolution(state, paired.Match.BattleId, paired.Match.NodeServerUrl);
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}
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}
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