Behavior-preserving; 231 BattleNode tests green.
- MinedToken record struct replaces the transpose-prone (int Idx, long CardId,
CardOwner IsSelf) tuple returned by KnownListBuilder.Mine*. Positional deconstruct
keeps the Record*From call sites unchanged.
- enum Stock { Normal, Bypass } replaces the negative `bool noStock` on
IBattleParticipant.PushAsync and DispatchRoute, threaded through both participants,
BattleSession, and all handler construction sites.
- enum KeyActionType mirrors the client's SendKeyActionDataManager.KeyActionType;
the StripKeyActionForOpponent guard compares named values, KeyActionEntry.Type is
the enum (wire-identical via JsonNumberEnumConverter).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
43 lines
2.0 KiB
C#
43 lines
2.0 KiB
C#
using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions;
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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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/// brokers between them. Concrete impls:
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/// <list type="bullet">
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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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/// </list>
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/// </summary>
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public interface IBattleParticipant : IAsyncDisposable
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{
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/// <summary>Real viewer id, or a synthetic stable id for bots
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/// (<see cref="Lifecycle.ServerBattleFrames.FakeOpponentViewerId"/>).</summary>
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long ViewerId { get; }
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/// <summary>Per-battle MatchContext snapshot, used for building Matched/BattleStart
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/// selfInfo when this participant is "self" in the perspective.</summary>
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MatchContext Context { get; }
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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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/// NoOp: swallow.</summary>
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/// <param name="stock"><see cref="Stock.Bypass"/> for control frames (BattleFinish, JudgeResult,
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/// ack) — bypasses playSeq assignment + archive; <see cref="Stock.Normal"/> for gameplay frames.</param>
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Task PushAsync(MsgEnvelope envelope, Stock stock, CancellationToken ct);
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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.</summary>
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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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/// (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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Task RunAsync(CancellationToken ct);
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/// <summary>Called when the battle ends. Concrete impls clean up (close WS, etc.).</summary>
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Task TerminateAsync(BattleFinishReason reason);
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}
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