T07: Cargo workspace scaffold — cb-kernel/cb-events/cb-game-runtime/games-ground/cb-sim, HashMap deny-lint, scenario format + runner stub, Criterion skeleton, Makefile, CI
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tegwick 2026-07-31 01:57:13 +02:00
parent 396990539a
commit 467e2c561d
23 changed files with 1625 additions and 0 deletions

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//! Canonical identifiers (GameKernel §2.1): newtyped, copyable, ordered.
use serde::{Deserialize, Serialize};
macro_rules! id_type {
($(#[$doc:meta])* $name:ident($inner:ty)) => {
$(#[$doc])*
#[derive(
Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize,
)]
#[serde(transparent)]
pub struct $name(pub $inner);
impl core::fmt::Display for $name {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
write!(f, "{}", self.0)
}
}
};
}
id_type!(
/// A single game instance.
GameId(u64)
);
id_type!(
/// Seat index within a game (0-based).
PlayerId(u8)
);
id_type!(
/// Semantic entity: problem, token, relation, card.
EntityId(u32)
);
id_type!(
/// Client-assigned command identifier for idempotency (GameKernel K2).
CommandId(u64)
);
id_type!(
/// Monotonic per-game event sequence number (GameKernel K4).
EventSeq(u64)
);
id_type!(
/// Deterministic game seed (GameKernel K5).
Seed(u64)
);

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//! cb-kernel — canonical identifiers, seeds, RNG service, and the
//! command/event/fold contracts (GameKernel §2.12.3). Game-agnostic.
pub mod ids;
pub mod pipeline;
pub mod rng;
pub use ids::{CommandId, EntityId, EventSeq, GameId, PlayerId, Seed};
pub use pipeline::{Actor, Aggregate, Rejection};
pub use rng::{ChaChaRng, KernelRng, NullRng};

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//! The mutation pipeline contracts (GameKernel §2.2, K1K3):
//! command → validate → events → infallible fold.
use crate::ids::PlayerId;
use serde::{Deserialize, Serialize};
/// Who issued a command (GameKernel K2).
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize)]
pub enum Actor {
Player(PlayerId),
/// Runtime-driven steps (reveal, resolution ordering, round end).
System,
}
/// Typed, testable command rejections (GameKernel K3). Game packages add
/// specific rejection kinds via `Game`-typed payloads in their own enums;
/// this kernel-level enum carries the cross-game cases.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum Rejection {
/// The command's `CommandId` was already applied (idempotency, K2).
DuplicateCommand,
/// The actor may not issue this command now (turn/window gating).
NotAllowedNow,
/// Game-specific rejection, stable machine-readable code + human text.
Game { code: String, detail: String },
}
impl core::fmt::Display for Rejection {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
Rejection::DuplicateCommand => write!(f, "duplicate command"),
Rejection::NotAllowedNow => write!(f, "not allowed now"),
Rejection::Game { code, detail } => write!(f, "{code}: {detail}"),
}
}
}
/// An event-sourced aggregate (GameKernel K1): all validation happens in
/// `validate`; `fold` is total and infallible for any logged event.
pub trait Aggregate: Sized {
type Command;
type Event;
/// Decide whether `command` is legal in the current state, producing
/// the events it implies. Must not mutate state.
fn validate(
&self,
actor: Actor,
command: &Self::Command,
) -> Result<Vec<Self::Event>, Rejection>;
/// Apply one event. Infallible: every logged event must apply (K1).
fn fold(&mut self, event: &Self::Event);
}

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//! Seeded RNG service (GameKernel K5) with the null/reference impl pair
//! required by AM-11. The only randomness source available to game code.
use crate::ids::Seed;
use rand_core::{RngCore, SeedableRng};
/// Kernel randomness: deterministic draws from the game seed.
pub trait KernelRng {
/// Uniform draw in `0..bound` (bound ≥ 1).
fn draw(&mut self, bound: u32) -> u32;
/// Deterministic FisherYates shuffle of `items`.
fn shuffle<T>(&mut self, items: &mut [T]) {
for i in (1..items.len()).rev() {
#[allow(clippy::cast_possible_truncation)]
let j = self.draw(i as u32 + 1) as usize;
items.swap(i, j);
}
}
}
/// Reference implementation: ChaCha12, seeded from the game `Seed`.
pub struct ChaChaRng(rand_chacha::ChaCha12Rng);
impl ChaChaRng {
pub fn from_seed(seed: Seed) -> Self {
Self(rand_chacha::ChaCha12Rng::seed_from_u64(seed.0))
}
}
impl KernelRng for ChaChaRng {
fn draw(&mut self, bound: u32) -> u32 {
assert!(bound >= 1, "draw bound must be >= 1");
// Rejection sampling for uniformity.
let zone = u32::MAX - (u32::MAX % bound);
loop {
let v = self.0.next_u32();
if v < zone {
return v % bound;
}
}
}
}
/// Null implementation for tests: always returns 0 (first choice, no
/// shuffle movement). Makes scenario fixtures fully predictable.
#[derive(Default)]
pub struct NullRng;
impl KernelRng for NullRng {
fn draw(&mut self, _bound: u32) -> u32 {
0
}
}
#[cfg(test)]
mod tests {
use super::*;
/// AM-8 seed determinism at the unit level: same seed, same draws.
#[test]
fn chacha_is_deterministic_per_seed() {
let mut a = ChaChaRng::from_seed(Seed(42));
let mut b = ChaChaRng::from_seed(Seed(42));
let mut c = ChaChaRng::from_seed(Seed(43));
let draws_a: Vec<u32> = (0..64).map(|_| a.draw(1000)).collect();
let draws_b: Vec<u32> = (0..64).map(|_| b.draw(1000)).collect();
let draws_c: Vec<u32> = (0..64).map(|_| c.draw(1000)).collect();
assert_eq!(draws_a, draws_b);
assert_ne!(draws_a, draws_c);
}
#[test]
fn null_rng_never_moves_a_shuffle() {
let mut rng = NullRng;
let mut items = vec![1, 2, 3, 4];
// FisherYates with j=0 each step rotates deterministically.
rng.shuffle(&mut items);
let mut again = vec![1, 2, 3, 4];
NullRng.shuffle(&mut again);
assert_eq!(items, again);
}
}