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:
@@ -15,8 +15,6 @@ public interface IMatchingBridge
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/// connect WS within 60s.</item>
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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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/// <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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/// 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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/// </list>
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/// </remarks>
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/// </remarks>
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PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);
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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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namespace SVSim.BattleNode.Bridge;
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/// <summary>
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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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/// Per-battle player snapshot captured at do_matching time and replayed into the
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/// lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
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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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/// 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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/// and WS connect have no effect on the in-battle render.
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/// </summary>
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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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/// <summary>
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/// In-process implementation of <see cref="IMatchingBridge"/>. The HTTP-side
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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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/// 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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/// </summary>
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public sealed class MatchingBridge : IMatchingBridge
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public sealed class MatchingBridge : IMatchingBridge
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{
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{
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@@ -3,7 +3,7 @@ namespace SVSim.BattleNode.Protocol;
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/// <summary>
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/// <summary>
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/// Marker for every type that can appear as <see cref="MsgEnvelope.Body"/>.
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/// Marker for every type that can appear as <see cref="MsgEnvelope.Body"/>.
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/// Implementers fall into two camps: typed records used on the outbound path
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/// Implementers fall into two camps: typed records used on the outbound path
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/// (one per scripted frame shape) and <see cref="RawBody"/> used on the inbound
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/// (one per server-authored frame shape) and <see cref="RawBody"/> used on the inbound
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/// path. The marker exists so the envelope can carry either without falling
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/// path. The marker exists so the envelope can carry either without falling
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/// back to <c>object</c>.
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/// back to <c>object</c>.
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/// </summary>
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/// </summary>
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@@ -1,8 +1,8 @@
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namespace SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Sessions;
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/// <summary>
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/// <summary>
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/// Where we are in the v1 scripted lifecycle. Drives which scripted frames the session pushes
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/// Where we are in the v1 server-authored frame lifecycle. Drives which server-authored frames
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/// in response to inbound emits.
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/// the session pushes in response to inbound emits.
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/// </summary>
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/// </summary>
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public enum BattleSessionPhase
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public enum BattleSessionPhase
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{
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{
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@@ -6,7 +6,7 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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/// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
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/// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
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/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
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/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
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/// oppoTargetList, drops orderList, consumes keyAction. Token plays (idx>deck) degrade silently to
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/// oppoTargetList, drops orderList, consumes keyAction. Token plays (idx>deck) degrade silently to
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/// {playIdx,type} (no knownList). Scripted/Bot drop (no rule).</summary>
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/// {playIdx,type} (no knownList). Bot drop (no rule).</summary>
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internal sealed class PlayActionsHandler : IFrameHandler
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internal sealed class PlayActionsHandler : IFrameHandler
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{
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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@@ -4,7 +4,7 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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/// <summary>PvP TurnEndActions: the sender's orderList is dropped; the opponent receives an
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/// <summary>PvP TurnEndActions: the sender's orderList is dropped; the opponent receives an
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/// empty body (it only flips _sendEcho + runs the opponent's end-of-turn triggers via the
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/// empty body (it only flips _sendEcho + runs the opponent's end-of-turn triggers via the
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/// opponent's own engine). Scripted/Bot drop.</summary>
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/// opponent's own engine). Bot drop.</summary>
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internal sealed class TurnEndActionsHandler : IFrameHandler
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internal sealed class TurnEndActionsHandler : IFrameHandler
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{
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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@@ -5,9 +5,9 @@ namespace SVSim.BattleNode.Sessions;
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/// <summary>
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/// <summary>
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/// One side of a battle. Two of these are held by a <c>BattleSession</c>; the session
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/// One side of a battle. Two of these are held by a <c>BattleSession</c>; the session
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/// brokers between them. Concrete impls (added in subsequent Phase-1 tasks):
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/// brokers between them. Concrete impls:
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/// <list type="bullet">
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/// <list type="bullet">
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/// <item><c>RealParticipant</c> — WS-backed.</item>
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/// <item><c>RealParticipant</c> — WS-backed (used for <c>BattleType.Pvp</c>).</item>
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/// <item><c>NoOpBotParticipant</c> — silent; for <c>BattleType.Bot</c> (AI-passive).</item>
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/// <item><c>NoOpBotParticipant</c> — silent; for <c>BattleType.Bot</c> (AI-passive).</item>
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/// </list>
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/// </list>
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/// </summary>
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/// </summary>
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@@ -23,19 +23,17 @@ public interface IBattleParticipant : IAsyncDisposable
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/// <summary>Session calls this to deliver a frame from the OTHER participant
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/// <summary>Session calls this to deliver a frame from the OTHER participant
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/// (or a server-synthesized broadcast). Real impl: encode + WS-send.
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/// (or a server-synthesized broadcast). Real impl: encode + WS-send.
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/// NoOp: swallow. Scripted: may emit a response via <see cref="FrameEmitted"/>.</summary>
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/// NoOp: swallow.</summary>
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/// <param name="noStock">True for control frames (BattleFinish, JudgeResult, ack);
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/// <param name="noStock">True for control frames (BattleFinish, JudgeResult, ack);
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/// bypasses playSeq assignment + archive.</param>
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/// bypasses playSeq assignment + archive.</param>
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Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct);
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Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct);
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/// <summary>Participant fires this when it has a frame to send TO the session
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/// <summary>Participant fires this when it has a frame to send TO the session
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/// (its own gameplay action). Real impl: fires on WS recv. NoOp: never fires.
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/// (its own gameplay action). Real impl: fires on WS recv. NoOp: never fires.</summary>
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/// Scripted: fires from inside PushAsync when the scripted lifecycle wants to
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/// respond to an inbound frame.</summary>
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event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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/// <summary>Drives the participant's inbound loop. For Real: the WS read loop
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/// <summary>Drives the participant's inbound loop. For Real: the WS read loop
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/// (returns when the WS closes). For NoOp/Scripted: completes immediately (the
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/// (returns when the WS closes). For NoOp: completes immediately (the
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/// session keeps running as long as the OTHER participant's RunAsync is alive).</summary>
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/// session keeps running as long as the OTHER participant's RunAsync is alive).</summary>
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Task RunAsync(CancellationToken ct);
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Task RunAsync(CancellationToken ct);
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@@ -287,7 +287,7 @@ public sealed class RealParticipant : IBattleParticipant, IHasHandshakePhase
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/// (used by its stockEmitMessageMgr.GetSelectData lookup); it's NOT on the wire.
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/// (used by its stockEmitMessageMgr.GetSelectData lookup); it's NOT on the wire.
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/// </para>
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/// </para>
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/// <para>
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/// <para>
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/// In scripted/Bot mode the server has no opponent to forward touches to; ack-only is
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/// In Bot mode the server has no opponent to forward touches to; ack-only is
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/// correct. PvP-side forwarding semantics are unverified — see
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/// correct. PvP-side forwarding semantics are unverified — see
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/// <c>docs/audits/battle-node-sio-events-2026-06-02.md</c>.
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/// <c>docs/audits/battle-node-sio-events-2026-06-02.md</c>.
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/// </para>
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/// </para>
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@@ -13,7 +13,7 @@ namespace SVSim.Database.Models;
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///
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///
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/// Cosmetic ids (sleeve / emblem / degree / field) MUST resolve in
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/// Cosmetic ids (sleeve / emblem / degree / field) MUST resolve in
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/// <c>SBattleLoad.LoadOpponentAssets</c>; placeholder 1s left the client hanging on
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/// <c>SBattleLoad.LoadOpponentAssets</c>; placeholder 1s left the client hanging on
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/// "Waiting for opponent". Prod-verified values come from the Scripted bot fixture.
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/// "Waiting for opponent". Prod-verified values were captured from live prod traffic.
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/// </summary>
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/// </summary>
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public class BotRosterEntry : BaseEntity<int>
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public class BotRosterEntry : BaseEntity<int>
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{
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{
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