refactor(battle-node): clear residual scripted-bot prose from comments/docs
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -15,8 +15,6 @@ public interface IMatchingBridge
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/// connect WS within 60s.</item>
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/// <item><c>Bot</c>: <paramref name="p2"/> must be null. One viewer expected;
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/// opponent runs in client.</item>
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/// <item><c>Scripted</c>: <paramref name="p2"/> currently null; future
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/// server-driven bot config rides on <paramref name="p2"/>.</item>
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/// </list>
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/// </remarks>
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PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);
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@@ -1,8 +1,8 @@
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namespace SVSim.BattleNode.Bridge;
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/// <summary>
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/// Per-battle player snapshot captured at do_matching time and replayed into the scripted
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/// lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
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/// Per-battle player snapshot captured at do_matching time and replayed into the
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/// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
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/// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching
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/// and WS connect have no effect on the in-battle render.
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/// </summary>
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@@ -6,7 +6,7 @@ namespace SVSim.BattleNode.Bridge;
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/// <summary>
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/// In-process implementation of <see cref="IMatchingBridge"/>. The HTTP-side
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/// matching queue calls <see cref="RegisterBattle"/> once it has decided "these two
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/// play each other" or "this viewer is solo (bot/scripted)."
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/// play each other" or "this viewer is solo (bot)."
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/// </summary>
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public sealed class MatchingBridge : IMatchingBridge
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{
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