feat(battlenode): SessionBattleEngine skeleton + types (Phase 2 N0)

SessionContentsCreator mirrors the test HeadlessContentsCreator fully (all
IBattleMgrContentsCreator members) so it compiles; Setup/Receive throw pending
the Task 3/4 probes. New files use the 'engine' extern alias.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 14:49:18 -04:00
parent 83f82efe1b
commit f6cbde723b
5 changed files with 95 additions and 0 deletions

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namespace SVSim.BattleNode.Sessions.Engine;
/// <summary>Outcome of feeding one client frame to the engine (design ND6). A divergence/reject is a
/// DETECTED-DESYNC EVENT surfaced to the caller — never silently absorbed. Phase-2 policy: log.</summary>
internal sealed record EngineIngestResult(bool Accepted, bool Diverged, string? RejectReason)
{
public static EngineIngestResult Ok() => new(Accepted: true, Diverged: false, RejectReason: null);
public static EngineIngestResult Reject(string reason) => new(Accepted: false, Diverged: true, RejectReason: reason);
}

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extern alias engine;
using engine::SVSim.BattleEngine.Rng;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Engine;
/// <summary>One authoritative engine per BattleSession, seated as both players (design ND2). A faithful
/// SHADOW: it mirrors each client's resolved play, never overrides/rejects/originates (ND1). Ingest is
/// the engine's own NetworkBattleReceiver.ReceivedMessage (ND4); isPlayer selects the seat (F-N-2).</summary>
internal sealed class SessionBattleEngine
{
private HeadlessNetworkBattleMgr? _mgr;
/// <summary>True once Setup has built the two-seat battle.</summary>
public bool IsReady => _mgr is not null;
/// <summary>Construct the two-seat network battle from both decks + the master seed (design F-N-5).
/// <paramref name="seatADeck"/>/<paramref name="seatBDeck"/> are the per-side deck orders the node
/// already computed (BattleSessionState.GetShuffledDeck) and handed each client.</summary>
public void Setup(int masterSeed,
IReadOnlyList<long> seatADeck, IReadOnlyList<long> seatBDeck)
=> throw new NotImplementedException("Filled by Task 3 (construction probe).");
/// <summary>Ingest one client frame into the engine for the given seat. <paramref name="isPlayerSeat"/>
/// maps the sender to the engine's player(true)/opponent(false) seat (F-N-2).</summary>
public EngineIngestResult Receive(MsgEnvelope env, bool isPlayerSeat)
=> throw new NotImplementedException("Filled by Task 4 (ingest probe).");
}

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extern alias engine;
using engine::Wizard.BattleMgr;
using engine::Wizard.Battle.Phase;
using engine::Wizard.Battle.Recovery;
using engine::Wizard.Battle.Replay;
using engine::Wizard.Battle.Resource;
using engine::Wizard.Battle.View.Vfx;
namespace SVSim.BattleNode.Sessions.Engine;
/// <summary>The node's production IBattleMgrContentsCreator. Mirrors the test-side
/// HeadlessContentsCreator (HeadlessFixture.cs) but carries the per-battle master seed so the
/// engine's RNG stream is born aligned with the seed the node handed both clients (design F-N-5).
/// The non-RandomSeed members are the no-op recovery/replay/resource/vfx/phase creators the
/// NetworkStandardBattleMgr ctor dereferences — the engine's own Null* implementations, same set the
/// headless test harness uses.</summary>
internal sealed class SessionContentsCreator : IBattleMgrContentsCreator
{
public SessionContentsCreator(int masterSeed) => RandomSeed = masterSeed;
public int RandomSeed { get; }
// No-op managers: the ctor's FirstRecoverySetting/FirstReplaySetting dereference these; recovery/
// replay recording is irrelevant to a shadow engine, so use the engine's own null implementations.
public IRecoveryManager RecoveryManager { get; } = new NullRecoveryManager();
public IRecoveryRecordManager RecoveryRecordManager { get; } = new NullRecoveryRecordManager();
public IReplayRecordManager ReplayRecordManager { get; } = new NullReplayRecordManager();
public IBattleResourceMgr CreateResourceMgr() => new BattleResourceMgr();
public VfxMgr CreateVfxMgr() => new VfxMgr();
public IPhaseCreator CreatePhaseCreator(engine::BattleManagerBase battleMgr) =>
new SessionPhaseCreator(battleMgr);
}
/// <summary>Node analogue of the test HeadlessPhaseCreator / the engine's SingleBattlePhaseCreator
/// (cut from the M1 copy set as an entry-point ctor): inherits PhaseCreatorBase wholesale.</summary>
internal sealed class SessionPhaseCreator : PhaseCreatorBase
{
public SessionPhaseCreator(engine::BattleManagerBase battleMgr) : base(battleMgr) { }
}