tune(mm): cap the solo wait at 25s (was 75s)
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- full table of 4 humans still starts instantly at any time
- at the 15s checkpoint, 2+ humans start together (bots fill empty seats)
- a lone player now waits until a precise 25s deadline, then AI fills and starts
- lower the client "connection stuck" hint to 40s to match the shorter wait

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-16 22:18:49 +03:30
parent c0e3fdb046
commit f97354167d
2 changed files with 15 additions and 12 deletions
+14 -11
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@@ -17,14 +17,15 @@ public sealed class Player
/// <summary>In-memory matchmaking + room registry. (EF/Postgres persistence is a TODO.)</summary> /// <summary>In-memory matchmaking + room registry. (EF/Postgres persistence is a TODO.)</summary>
public sealed partial class GameManager public sealed partial class GameManager
{ {
// Real players get priority. We re-check the queue every QueueWaitMs; the // Real players get priority:
// moment a second human is waiting they're matched together (+ bots for any // • a full table of 4 humans forms instantly, at any time;
// empty seats), and a full group of 4 forms instantly. A player left ALONE // • at the 15s checkpoint, if ≥2 humans are waiting they start together
// keeps waiting up to MaxAloneWaitMs so an online opponent has a genuine // (bots fill any empty seats);
// chance to join before we fall back to a bot table. (QueueWaitMs mirrors // • a player left ALONE keeps waiting until the 25s hard deadline, then we
// MATCH_QUEUE_WAIT_MS on the client — keep both in sync.) // fill the seats with AI and start.
// (QueueWaitMs mirrors MATCH_QUEUE_WAIT_MS on the client — keep both in sync.)
private const int QueueWaitMs = 15000; private const int QueueWaitMs = 15000;
private const int MaxAloneWaitMs = 75000; private const int MaxAloneWaitMs = 25000;
private static readonly string[] BotNames = private static readonly string[] BotNames =
{ "آرش", "کیان", "نیلوفر", "سارا", "رضا", "مهسا", "امیر", "پارسا", "الناز", "بابک" }; { "آرش", "کیان", "نیلوفر", "سارا", "رضا", "مهسا", "امیر", "پارسا", "الناز", "بابک" };
@@ -102,12 +103,14 @@ public sealed partial class GameManager
// bots fill any empty chairs (real players matched immediately). // bots fill any empty chairs (real players matched immediately).
if (_waiting.Count >= 2) { FormGroupLocked(_waiting.Count); return; } if (_waiting.Count >= 2) { FormGroupLocked(_waiting.Count); return; }
// Alone: keep the table open for an online opponent until the max wait // Alone: keep the table open for an online opponent until the 25s
// elapses, then fall back to a bot table. Re-arm the re-check timer. // deadline, then fill the seats with AI. Re-arm the timer to land
// exactly on the deadline rather than overshooting by a full window.
var waited = (DateTime.UtcNow - _waiting[idx].since).TotalMilliseconds; var waited = (DateTime.UtcNow - _waiting[idx].since).TotalMilliseconds;
if (waited < MaxAloneWaitMs) var remaining = MaxAloneWaitMs - waited;
if (remaining > 250)
{ {
_waiting[idx].timer.Change(QueueWaitMs, Timeout.Infinite); _waiting[idx].timer.Change((int)remaining, Timeout.Infinite);
return; return;
} }
FormGroupLocked(1); FormGroupLocked(1);
+1 -1
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@@ -140,7 +140,7 @@ export function MatchmakingScreen() {
{searching && ( {searching && (
<> <>
<div className="mt-2 text-3xl font-black gold-text tabular-nums">{elapsed}s</div> <div className="mt-2 text-3xl font-black gold-text tabular-nums">{elapsed}s</div>
{elapsed >= 90 ? ( {elapsed >= 40 ? (
<p className="text-rose-300 text-xs mt-2 max-w-[18rem]">{t("mm.stuck")}</p> <p className="text-rose-300 text-xs mt-2 max-w-[18rem]">{t("mm.stuck")}</p>
) : ( ) : (
<p className="text-cream/50 text-xs mt-1 max-w-[16rem]">{t("mm.fillHint")}</p> <p className="text-cream/50 text-xs mt-1 max-w-[16rem]">{t("mm.fillHint")}</p>