Files
SVSimServer/SVSim.BattleNode/Sessions/IBattleParticipant.cs
gamer147 e70f32db79 refactor(battlenode): close §A boolean-blindness items (MinedToken, Stock, KeyActionType)
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>
2026-06-04 22:53:32 -04:00

43 lines
2.0 KiB
C#

using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
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:
/// <list type="bullet">
/// <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>
public interface IBattleParticipant : IAsyncDisposable
{
/// <summary>Real viewer id, or a synthetic stable id for bots
/// (<see cref="Lifecycle.ServerBattleFrames.FakeOpponentViewerId"/>).</summary>
long ViewerId { get; }
/// <summary>Per-battle MatchContext snapshot, used for building Matched/BattleStart
/// selfInfo when this participant is "self" in the perspective.</summary>
MatchContext Context { get; }
/// <summary>Session calls this to deliver a frame from the OTHER participant
/// (or a server-synthesized broadcast). Real impl: encode + WS-send.
/// NoOp: swallow.</summary>
/// <param name="stock"><see cref="Stock.Bypass"/> for control frames (BattleFinish, JudgeResult,
/// ack) — bypasses playSeq assignment + archive; <see cref="Stock.Normal"/> for gameplay frames.</param>
Task PushAsync(MsgEnvelope envelope, Stock stock, 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.</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: completes immediately (the
/// session keeps running as long as the OTHER participant's RunAsync is alive).</summary>
Task RunAsync(CancellationToken ct);
/// <summary>Called when the battle ends. Concrete impls clean up (close WS, etc.).</summary>
Task TerminateAsync(BattleFinishReason reason);
}