feat(battle-node): add IBattleParticipant interface

Central abstraction for v2 broker. PushAsync (session -> participant),
FrameEmitted (participant -> session), RunAsync (drives inbound),
TerminateAsync (cleanup). Three impls land in Tasks 3-5.
This commit is contained in:
gamer147
2026-06-01 19:54:03 -04:00
parent ae7ff25af0
commit 9079715da6

View File

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using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// One side of a battle. Two of these are held by a <c>BattleSession</c>; the session
/// brokers between them. Concrete impls (added in subsequent Phase-1 tasks):
/// <list type="bullet">
/// <item><c>RealParticipant</c> — WS-backed.</item>
/// <item><c>NoOpBotParticipant</c> — silent; for <c>BattleType.Bot</c> (AI-passive).</item>
/// <item><c>ScriptedBotParticipant</c> — wraps the v1.2 lifecycle for
/// <c>BattleType.Scripted</c> (solo testing harness).</item>
/// </list>
/// </summary>
public interface IBattleParticipant : IAsyncDisposable
{
/// <summary>Real viewer id, or a synthetic stable id for bots
/// (<see cref="Lifecycle.ScriptedLifecycle.FakeOpponentViewerId"/>).</summary>
long ViewerId { get; }
/// <summary>Per-battle MatchContext snapshot, used for building Matched/BattleStart
/// selfInfo when this participant is "self" in the perspective.</summary>
MatchContext Context { get; }
/// <summary>Session calls this to deliver a frame from the OTHER participant
/// (or a server-synthesized broadcast). Real impl: encode + WS-send.
/// NoOp: swallow. Scripted: may emit a response via <see cref="FrameEmitted"/>.</summary>
/// <param name="noStock">True for control frames (BattleFinish, JudgeResult, ack);
/// bypasses playSeq assignment + archive.</param>
Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct);
/// <summary>Participant fires this when it has a frame to send TO the session
/// (its own gameplay action). Real impl: fires on WS recv. NoOp: never fires.
/// Scripted: fires from inside PushAsync when the scripted lifecycle wants to
/// respond to an inbound frame.</summary>
event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
/// <summary>Drives the participant's inbound loop. For Real: the WS read loop
/// (returns when the WS closes). For NoOp/Scripted: completes immediately (the
/// session keeps running as long as the OTHER participant's RunAsync is alive).</summary>
Task RunAsync(CancellationToken ct);
/// <summary>Called when the battle ends. Concrete impls clean up (close WS, etc.).</summary>
Task TerminateAsync(BattleFinishReason reason);
}