clay-borg/crates/cb-game-runtime/src/lib.rs
tegwick 4be6e020ea
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AM-4: gate scenario YAML, retarget on audited source, re-measure
Adopts both remediations from CB-EV-0001 §4 (maintainer decision).

Option A — serde_yaml is now optional behind cb-game-runtime's
`scenarios` feature. The scenario module, the ScenarioGame impl and the
string parsers behind it are cfg-gated; cb-sim opts in explicitly. Both
configurations compile and lint clean under -D warnings.

A trap worth recording: `default-features = false` on a *member*
dependency is silently ignored when the workspace dependency does not
specify it. The first attempt gated nothing while looking correct — the
build succeeded and cargo tree still showed all six YAML crates. Fixed
by setting it on the workspace dependency. This is the positive-control
failure mode in miniature: success was not evidence the change applied.

Retarget — AM-4 now measures third-party source under audit, split by
build configuration, replacing a crate count that was unreachable
without undoing K5/K7 and that does not compare across ecosystems.

Re-measured via the new `make dep-weight`, whose own positive control
refuses to report when any crate's source cannot be located:

  shipped runtime   23 crates   246,250 lines   target <=250,000  met
  dev toolchain     29 crates   317,021 lines   target <=350,000  met
  own source                      3,408 lines

Scenario tooling costs 70,771 lines a shipped game never compiles —
the split the single number was hiding.

Targets are set at current measurement plus headroom, so they bind on
future growth rather than retroactively passing what had failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 03:35:41 +02:00

116 lines
3.7 KiB
Rust

//! cb-game-runtime — round/phase machinery, commit windows, projections,
//! and the scenario runner (GameKernel §2.5, §3). Game-agnostic.
#[cfg(feature = "scenarios")]
pub mod scenario;
#[cfg(feature = "scenarios")]
pub use scenario::{parse_actor, run, CommandStep, RunOutcome, ScenarioFile, ScenarioGame, Setup};
use cb_kernel::PlayerId;
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
/// A simultaneous commit window (GameKernel K12): the runtime opens it
/// naming who must submit; submissions are commitment events hidden from
/// projections until reveal.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CommitWindow<C> {
/// Players who must submit, and their commitment once received.
pending: BTreeMap<PlayerId, Option<C>>,
}
impl<C> CommitWindow<C> {
pub fn open(players: impl IntoIterator<Item = PlayerId>) -> Self {
Self {
pending: players.into_iter().map(|p| (p, None)).collect(),
}
}
/// Record a commitment. Errors on players outside the window or on a
/// duplicate submission (GameKernel K12).
pub fn submit(&mut self, player: PlayerId, commitment: C) -> Result<(), CommitError> {
match self.pending.get_mut(&player) {
None => Err(CommitError::NotInWindow(player)),
Some(slot @ None) => {
*slot = Some(commitment);
Ok(())
}
Some(Some(_)) => Err(CommitError::AlreadyCommitted(player)),
}
}
pub fn is_complete(&self) -> bool {
self.pending.values().all(Option::is_some)
}
/// Consume the window at reveal, yielding commitments in PlayerId
/// order (deterministic iteration, GameKernel K6).
pub fn reveal(self) -> Result<Vec<(PlayerId, C)>, CommitError> {
if !self.is_complete() {
return Err(CommitError::Incomplete);
}
Ok(self
.pending
.into_iter()
.map(|(p, c)| (p, c.expect("checked complete")))
.collect())
}
}
#[derive(Debug, PartialEq, Eq)]
pub enum CommitError {
NotInWindow(PlayerId),
AlreadyCommitted(PlayerId),
Incomplete,
}
impl core::fmt::Display for CommitError {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
CommitError::NotInWindow(p) => write!(f, "player {p} is not in this window"),
CommitError::AlreadyCommitted(p) => write!(f, "player {p} already committed"),
CommitError::Incomplete => write!(f, "window is not complete"),
}
}
}
/// Per-player projection (GameKernel K13): a total function from state to
/// what one seat may see. Implemented by game packages; the runtime only
/// fixes the shape so projections can never feed back into validation.
pub trait Project {
type View: Serialize;
fn project(&self, viewer: Viewer) -> Self::View;
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Viewer {
Player(PlayerId),
Spectator,
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn commit_window_gates_and_reveals_in_order() {
let mut w: CommitWindow<u8> = CommitWindow::open([PlayerId(0), PlayerId(1)]);
assert_eq!(
w.submit(PlayerId(2), 9),
Err(CommitError::NotInWindow(PlayerId(2)))
);
w.submit(PlayerId(1), 7).unwrap();
assert_eq!(
w.submit(PlayerId(1), 8),
Err(CommitError::AlreadyCommitted(PlayerId(1)))
);
assert!(!w.is_complete());
w.submit(PlayerId(0), 5).unwrap();
assert!(w.is_complete());
assert_eq!(
w.reveal().unwrap(),
vec![(PlayerId(0), 5), (PlayerId(1), 7)]
);
}
}