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

View File

@@ -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);