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>
209 lines
11 KiB
C#
209 lines
11 KiB
C#
using System.Text.Json;
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using System.Text.Json.Serialization;
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database;
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using SVSim.Database.Repositories.BuildDeck;
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using SVSim.Database.Repositories.Card;
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using SVSim.Database.Repositories.Collectibles;
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using SVSim.Database.Repositories.Deck;
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using SVSim.Database.Repositories.Globals;
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using SVSim.Database.Repositories.Pack;
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using SVSim.Database.Repositories.Story;
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using SVSim.Database.Repositories.Viewer;
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using SVSim.Database.Services;
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using SVSim.EmulatedEntrypoint.Configuration;
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using SVSim.EmulatedEntrypoint.Extensions;
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using SVSim.EmulatedEntrypoint.Matching;
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using SVSim.EmulatedEntrypoint.Middlewares;
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using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
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using SVSim.EmulatedEntrypoint.Services;
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using SVSim.BattleNode.Hosting;
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namespace SVSim.EmulatedEntrypoint;
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public class Program
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{
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public static void Main(string[] args)
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{
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var builder = WebApplication.CreateBuilder(args);
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// Add services to the container.
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builder.Services.AddControllers().AddJsonOptions(opt =>
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{
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// Wire-format congruence: the encrypted msgpack path uses snake_case [Key("...")]
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// names; the plain-JSON path runs through System.Text.Json. Match them by using
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// SnakeCaseLower naming policy here so both paths emit identical key names — and
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// so the translation middleware can hand JSON keys straight through to msgpack
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// without per-property name remapping.
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opt.JsonSerializerOptions.PropertyNamingPolicy = JsonNamingPolicy.SnakeCaseLower;
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// Production omits null/optional fields entirely; the client uses
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// `Keys.Contains(name)` as a presence check and calls `.ToInt()` (etc.) on the
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// value without a null guard. Emitting `"key":null` makes Contains return true and
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// crashes the client. Drop nulls during serialization so missing == absent.
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opt.JsonSerializerOptions.DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull;
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// Format-typed properties serialize to/from the wire deck_format int via the
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// client's FormatConvertApi mapping. See FormatExtensions.cs.
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opt.JsonSerializerOptions.Converters.Add(new FormatJsonConverter());
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});
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// Learn more about configuring Swagger/OpenAPI at https://aka.ms/aspnetcore/swashbuckle
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builder.Services.AddEndpointsApiExplorer();
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builder.Services.AddSwaggerGen(c =>
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{
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// Disambiguate same-named DTOs across families (e.g. Story.StartRequest vs
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// BasicPuzzle.StartRequest) by qualifying schema ids with the full type name.
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c.CustomSchemaIds(t => t.FullName?.Replace("+", "."));
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});
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builder.Services.AddHttpLogging(opt =>
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{
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});
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builder.Services.Configure<DeckOptions>(builder.Configuration.GetSection(DeckOptions.SectionName));
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#region Database Services
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builder.Services.AddDbContext<SVSimDbContext>(opt =>
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{
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opt.UseNpgsql(builder.Configuration.GetConnectionString("ApplicationDb"));
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});
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builder.Services.AddTransient<IViewerRepository, ViewerRepository>();
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builder.Services.AddTransient<IPuzzleClearRepository, PuzzleClearRepository>();
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builder.Services.AddTransient<ICardRepository, CardRepository>();
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builder.Services.AddTransient<ICardInventoryRepository, CardInventoryRepository>();
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builder.Services.AddTransient<ICollectionRepository, CollectionRepository>();
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builder.Services.AddTransient<IGlobalsRepository, GlobalsRepository>();
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builder.Services.AddTransient<IPuzzleCatalogRepository, PuzzleCatalogRepository>();
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builder.Services.AddTransient<IArenaTwoPickRewardRepository, ArenaTwoPickRewardRepository>();
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builder.Services.AddTransient<IDeckRepository, DeckRepository>();
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builder.Services.AddTransient<IPackRepository, PackRepository>();
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builder.Services.AddScoped<SVSim.Database.Repositories.PackDrawTables.IPackDrawTableRepository, SVSim.Database.Repositories.PackDrawTables.PackDrawTableRepository>();
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builder.Services.AddTransient<IBuildDeckRepository, BuildDeckRepository>();
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// Scoped (not Singleton) to avoid the singleton-depends-on-scoped-DbContext lifecycle
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// pitfall. Cost: one indexed single-row query per section per request — trivial. No
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// in-process cache today; the IGameConfigService interface is shaped to allow one later.
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builder.Services.AddScoped<SVSim.Database.Services.IGameConfigService, GameConfigService>();
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builder.Services.AddScoped<ICardFoilLookup, DbCardFoilLookup>();
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builder.Services.AddScoped<PackOpenService>();
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builder.Services.AddScoped<IGachaPointService, GachaPointService>();
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builder.Services.AddScoped<SVSim.Database.Services.Inventory.IInventoryService,
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SVSim.Database.Services.Inventory.InventoryService>();
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builder.Services.AddScoped<SVSim.Database.Repositories.BattlePass.IBattlePassRepository,
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SVSim.Database.Repositories.BattlePass.BattlePassRepository>();
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builder.Services.AddScoped<SVSim.Database.Repositories.BattlePass.IViewerBattlePassRepository,
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SVSim.Database.Repositories.BattlePass.ViewerBattlePassRepository>();
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builder.Services.AddScoped<IBattlePassService, BattlePassService>();
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builder.Services.AddScoped<SVSim.Database.Repositories.Mission.IMissionCatalogRepository,
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SVSim.Database.Repositories.Mission.MissionCatalogRepository>();
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builder.Services.AddScoped<SVSim.Database.Repositories.Mission.IViewerMissionRepository,
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SVSim.Database.Repositories.Mission.ViewerMissionRepository>();
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builder.Services.AddScoped<IMissionProgressService, MissionProgressService>();
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builder.Services.AddScoped<IViewerMissionStateService, ViewerMissionStateService>();
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builder.Services.AddScoped<IMissionAssembler, MissionAssembler>();
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builder.Services.AddSingleton<TimeProvider>(TimeProvider.System);
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builder.Services.AddScoped<IStoryMasterRepository, StoryMasterRepository>();
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builder.Services.AddScoped<IViewerStoryProgressRepository, ViewerStoryProgressRepository>();
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builder.Services.AddScoped<IArenaTwoPickRunRepository, ArenaTwoPickRunRepository>();
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builder.Services.AddScoped<IArenaTwoPickCardPoolService, ArenaTwoPickCardPoolService>();
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builder.Services.AddScoped<IArenaTwoPickService, ArenaTwoPickService>();
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builder.Services.AddScoped<IMatchContextBuilder, MatchContextBuilder>();
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builder.Services.AddScoped<IStoryService, StoryService>();
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builder.Services.AddScoped<IDeckListBuilder, DeckListBuilder>();
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builder.Services.AddSingleton<IRandom, SystemRandom>();
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builder.Services.AddSingleton<PuzzleMissionEvaluator>();
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// Deck-code mint/resolve uses IMemoryCache for ephemeral (3-min TTL) storage; no DB
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// row, no migration. Singleton because the cache + RNG seam are process-wide.
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builder.Services.AddMemoryCache();
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builder.Services.AddSingleton<IDeckCodeService, DeckCodeService>();
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#endregion
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builder.Services.AddBattleNode(opt =>
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{
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// Matches the prod do_matching wire format: host:port/socket.io/, no scheme prefix.
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// BestHTTP's SocketManager parses this as the Socket.IO v2 endpoint URL.
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opt.NodeServerUrl = "localhost:5148/socket.io/";
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// Any field in BattleNodeOptions can be overridden via the "BattleNode" section
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// in appsettings*.json — see appsettings.Development.json for SoloDefaultsToScripted.
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builder.Configuration.GetSection("BattleNode").Bind(opt);
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});
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// In-process FCFS pair-up for TK2 PvP /do_matching, plus rank-battle's AI-fallback
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// branch. Singleton: per-mode state is process-wide. Proper queue API is a separate
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// spec; this is enough to actually pair two viewers polling the same mode end-to-end.
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builder.Services.AddSingleton(new ModePolicyRegistry(new[]
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{
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new ModePolicy("arena_two_pick_battle", PolicyKind.PvpOnly),
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new ModePolicy("rotation_rank_battle", PolicyKind.PvpFirstThenAiFallback),
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new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
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}));
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builder.Services.AddSingleton<IMatchingPairUpService, InProcessPairUp>();
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// Single resolver shared by every /do_matching family controller. Owns the scripted-
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// flag short-circuit + the pair-up → matching_state mapping. Singleton: stateless,
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// all deps are singletons too.
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builder.Services.AddSingleton<IMatchingResolver, MatchingResolver>();
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// Phase 3: bot roster used by RankBattleController.AiStart to compose oppo_info.
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// Transient because BotRoster depends on the transient IGlobalsRepository.
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builder.Services.AddTransient<IBotRoster, BotRoster>();
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builder.Services.AddTransient<ShadowverseTranslationMiddleware>();
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builder.Services.AddTransient<SessionidMappingMiddleware>();
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builder.Services.AddSingleton<ShadowverseSessionService>();
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builder.Services.AddSingleton<ISteamServer, FacepunchSteamServer>();
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builder.Services.AddSingleton<SteamSessionService>();
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builder.Services.AddAuthentication()
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.AddScheme<SteamAuthenticationHandlerOptions, SteamSessionAuthenticationHandler>(
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SteamAuthenticationConstants.SchemeName,
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opt =>
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{
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});
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var app = builder.Build();
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// Update database (skipped for non-relational providers, e.g. InMemory in tests, and
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// skipped under the "Testing" environment where the test fixture has already called
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// EnsureCreated against a SQLite in-memory DB — the Postgres migrations would fail there).
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using (var scope = app.Services.CreateScope())
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{
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var dbContext = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
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if (dbContext.Database.IsRelational() && !app.Environment.IsEnvironment("Testing"))
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{
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dbContext.UpdateDatabase();
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dbContext.EnsureSeedDataAsync().GetAwaiter().GetResult();
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}
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}
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// HttpLogging captures full request/response per call. In Testing it pipes ~3 GB of
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// stdout into NUnit's per-test result capture across the suite, which OOMs the trx
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// serializer. Production keeps it on.
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if (!app.Environment.IsEnvironment("Testing"))
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{
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app.UseHttpLogging();
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}
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// Configure the HTTP request pipeline.
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if (app.Environment.IsDevelopment())
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{
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app.UseSwagger();
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app.UseSwaggerUI();
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}
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//app.UseHttpsRedirection();
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app.UseMiddleware<SessionidMappingMiddleware>();
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app.UseMiddleware<ShadowverseTranslationMiddleware>();
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app.UseAuthentication();
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app.UseAuthorization();
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app.UseBattleNode();
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app.MapControllers();
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app.Run();
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}
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}
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