refactor(battle-node): clear residual scripted-bot prose from comments/docs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 20:52:41 -04:00
parent ba18790156
commit ac78e809cd
10 changed files with 15 additions and 19 deletions

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@@ -15,8 +15,6 @@ public interface IMatchingBridge
/// connect WS within 60s.</item>
/// <item><c>Bot</c>: <paramref name="p2"/> must be null. One viewer expected;
/// opponent runs in client.</item>
/// <item><c>Scripted</c>: <paramref name="p2"/> currently null; future
/// server-driven bot config rides on <paramref name="p2"/>.</item>
/// </list>
/// </remarks>
PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);

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@@ -1,8 +1,8 @@
namespace SVSim.BattleNode.Bridge;
/// <summary>
/// Per-battle player snapshot captured at do_matching time and replayed into the scripted
/// lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
/// Per-battle player snapshot captured at do_matching time and replayed into the
/// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
/// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching
/// and WS connect have no effect on the in-battle render.
/// </summary>

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@@ -6,7 +6,7 @@ namespace SVSim.BattleNode.Bridge;
/// <summary>
/// In-process implementation of <see cref="IMatchingBridge"/>. The HTTP-side
/// matching queue calls <see cref="RegisterBattle"/> once it has decided "these two
/// play each other" or "this viewer is solo (bot/scripted)."
/// play each other" or "this viewer is solo (bot)."
/// </summary>
public sealed class MatchingBridge : IMatchingBridge
{

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@@ -3,7 +3,7 @@ namespace SVSim.BattleNode.Protocol;
/// <summary>
/// Marker for every type that can appear as <see cref="MsgEnvelope.Body"/>.
/// Implementers fall into two camps: typed records used on the outbound path
/// (one per scripted frame shape) and <see cref="RawBody"/> used on the inbound
/// (one per server-authored frame shape) and <see cref="RawBody"/> used on the inbound
/// path. The marker exists so the envelope can carry either without falling
/// back to <c>object</c>.
/// </summary>

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@@ -1,8 +1,8 @@
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// Where we are in the v1 scripted lifecycle. Drives which scripted frames the session pushes
/// in response to inbound emits.
/// Where we are in the v1 server-authored frame lifecycle. Drives which server-authored frames
/// the session pushes in response to inbound emits.
/// </summary>
public enum BattleSessionPhase
{

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@@ -6,7 +6,7 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
/// oppoTargetList, drops orderList, consumes keyAction. Token plays (idx>deck) degrade silently to
/// {playIdx,type} (no knownList). Scripted/Bot drop (no rule).</summary>
/// {playIdx,type} (no knownList). Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)

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@@ -4,7 +4,7 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP TurnEndActions: the sender's orderList is dropped; the opponent receives an
/// empty body (it only flips _sendEcho + runs the opponent's end-of-turn triggers via the
/// opponent's own engine). Scripted/Bot drop.</summary>
/// opponent's own engine). Bot drop.</summary>
internal sealed class TurnEndActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)

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@@ -5,9 +5,9 @@ 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):
/// brokers between them. Concrete impls:
/// <list type="bullet">
/// <item><c>RealParticipant</c> — WS-backed.</item>
/// <item><c>RealParticipant</c> — WS-backed (used for <c>BattleType.Pvp</c>).</item>
/// <item><c>NoOpBotParticipant</c> — silent; for <c>BattleType.Bot</c> (AI-passive).</item>
/// </list>
/// </summary>
@@ -23,19 +23,17 @@ public interface IBattleParticipant : IAsyncDisposable
/// <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>
/// NoOp: swallow.</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>
/// (its own gameplay action). Real impl: fires on WS recv. NoOp: never fires.</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
/// (returns when the WS closes). For NoOp: completes immediately (the
/// session keeps running as long as the OTHER participant's RunAsync is alive).</summary>
Task RunAsync(CancellationToken ct);

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@@ -287,7 +287,7 @@ public sealed class RealParticipant : IBattleParticipant, IHasHandshakePhase
/// (used by its stockEmitMessageMgr.GetSelectData lookup); it's NOT on the wire.
/// </para>
/// <para>
/// In scripted/Bot mode the server has no opponent to forward touches to; ack-only is
/// In Bot mode the server has no opponent to forward touches to; ack-only is
/// correct. PvP-side forwarding semantics are unverified — see
/// <c>docs/audits/battle-node-sio-events-2026-06-02.md</c>.
/// </para>

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@@ -13,7 +13,7 @@ namespace SVSim.Database.Models;
///
/// Cosmetic ids (sleeve / emblem / degree / field) MUST resolve in
/// <c>SBattleLoad.LoadOpponentAssets</c>; placeholder 1s left the client hanging on
/// "Waiting for opponent". Prod-verified values come from the Scripted bot fixture.
/// "Waiting for opponent". Prod-verified values were captured from live prod traffic.
/// </summary>
public class BotRosterEntry : BaseEntity<int>
{