diff --git a/src/core/context.ts b/src/core/context.ts index 29a5189..a667555 100644 --- a/src/core/context.ts +++ b/src/core/context.ts @@ -2,20 +2,47 @@ import {createModel, Signal, signal} from '@preact/signals-core'; import {createEntityCollection} from "../utils/entity"; import {Part} from "./part"; import {Region} from "./region"; -import {RuleDef, RuleRegistry, RuleContext, RuleEngineHost, dispatchCommand as dispatchRuleCommand} from "./rule"; +import {createCommandRunnerContext, CommandRegistry, createCommandRegistry, type CommandRunnerContextExport} from "../utils/command"; +import type {Command} from "../utils/command"; +import {parseCommand} from "../utils/command/command-parse"; +import {applyCommandSchema} from "../utils/command/command-validate"; +import {parseCommandSchema} from "../utils/command/schema-parse"; +import type {CommandRunner} from "../utils/command/command-runner"; export type Context = { type: string; } +export type GameQueueState = 'idle' | 'processing' | 'waiting-for-prompt'; + +export interface IGameContext { + parts: ReturnType>; + regions: ReturnType>; + commandRegistry: Signal>; + contexts: Signal[]>; + pushContext: (context: Context) => Context; + popContext: () => void; + latestContext: (type: T['type']) => Signal | undefined; + registerCommand: (name: string, runner: CommandRunner) => void; + unregisterCommand: (name: string) => void; + enqueue: (input: string) => void; + enqueueAll: (inputs: string[]) => void; + dispatchCommand: (input: string) => void; +} + export const GameContext = createModel((root: Context) => { const parts = createEntityCollection(); const regions = createEntityCollection(); - const rules = signal(new Map()); - const ruleContexts = signal[]>([]); + const commandRegistry = signal>(createCommandRegistry()); const contexts = signal[]>([]); contexts.value = [signal(root)]; + const inputQueue: string[] = []; + let processing = false; + let pendingPromptResolve: ((cmd: Command) => void) | null = null; + let pendingPromptReject: ((err: Error) => void) | null = null; + let activeRunnerCtx: CommandRunnerContextExport | null = null; + function pushContext(context: Context) { const ctxSignal = signal(context); contexts.value = [...contexts.value, ctxSignal]; @@ -37,58 +64,165 @@ export const GameContext = createModel((root: Context) => { return undefined; } - function registerRule(name: string, rule: RuleDef) { - const newRules = new Map(rules.value); - newRules.set(name, rule); - rules.value = newRules; + function registerCommand(name: string, runner: CommandRunner) { + const newRegistry = new Map(commandRegistry.value); + newRegistry.set(name, runner); + commandRegistry.value = newRegistry; } - function unregisterRule(name: string) { - const newRules = new Map(rules.value); - newRules.delete(name); - rules.value = newRules; + function unregisterCommand(name: string) { + const newRegistry = new Map(commandRegistry.value); + newRegistry.delete(name); + commandRegistry.value = newRegistry; } - function addRuleContext(ctx: RuleContext) { - ruleContexts.value = [...ruleContexts.value, ctx]; + function makeRunnerCtx(): CommandRunnerContextExport { + const ctx = createCommandRunnerContext(commandRegistry.value, instance as IGameContext); + + ctx.prompt = async (schema) => { + const parsedSchema = typeof schema === 'string' + ? parseCommandSchema(schema) + : schema; + return new Promise((resolve, reject) => { + pendingPromptResolve = resolve; + pendingPromptReject = reject; + const event = { schema: parsedSchema, resolve, reject }; + for (const listener of (ctx as any)._listeners || []) { + listener(event); + } + }); + }; + + const origRun = ctx.run.bind(ctx); + ctx.run = async (input: string) => { + const prevCtx = activeRunnerCtx; + activeRunnerCtx = ctx; + const result = await runCommand(ctx, input); + activeRunnerCtx = prevCtx; + return result; + }; + + return ctx; } - function removeRuleContext(ctx: RuleContext) { - ruleContexts.value = ruleContexts.value.filter(c => c !== ctx); + async function runCommand(runnerCtx: CommandRunnerContextExport, input: string): Promise<{ success: true; result: unknown } | { success: false; error: string }> { + const command = parseCommand(input); + const runner = runnerCtx.registry.get(command.name); + if (!runner) { + return { success: false, error: `Unknown command: ${command.name}` }; + } + + const validationResult = applyCommandSchema(command, runner.schema); + if (!validationResult.valid) { + return { success: false, error: validationResult.errors.join('; ') }; + } + + try { + const result = await runner.run.call(runnerCtx, validationResult.command); + return { success: true, result }; + } catch (e) { + const error = e as Error; + return { success: false, error: error.message }; + } } - function dispatchCommand(this: GameContextInstance, input: string) { - return dispatchRuleCommand({ - rules: rules.value, - ruleContexts: ruleContexts.value, - addRuleContext, - removeRuleContext, - pushContext, - popContext, - latestContext, - parts, - regions, - } as any, input); + async function processQueue(): Promise { + if (processing) return; + processing = true; + + while (inputQueue.length > 0) { + if (pendingPromptResolve) { + const input = inputQueue.shift()!; + try { + const command = parseCommand(input); + pendingPromptResolve(command); + } catch (e) { + pendingPromptReject!(new Error(`Invalid input for prompt: ${input}`)); + } + pendingPromptResolve = null; + pendingPromptReject = null; + continue; + } + + const input = inputQueue.shift()!; + const runnerCtx = makeRunnerCtx(); + const prevCtx = activeRunnerCtx; + activeRunnerCtx = runnerCtx; + + runCommand(runnerCtx, input).finally(() => { + if (activeRunnerCtx === runnerCtx) { + activeRunnerCtx = prevCtx; + } + }); + + await Promise.resolve(); + } + + processing = false; } - return { + function enqueue(input: string) { + if (pendingPromptResolve) { + try { + const command = parseCommand(input); + pendingPromptResolve(command); + } catch (e) { + pendingPromptReject!(new Error(`Invalid input for prompt: ${input}`)); + } + pendingPromptResolve = null; + pendingPromptReject = null; + } else { + inputQueue.push(input); + if (!processing) { + void processQueue(); + } + } + } + + function enqueueAll(inputs: string[]) { + for (const input of inputs) { + if (pendingPromptResolve) { + try { + const command = parseCommand(input); + pendingPromptResolve(command); + } catch (e) { + pendingPromptReject!(new Error(`Invalid input for prompt: ${input}`)); + } + pendingPromptResolve = null; + pendingPromptReject = null; + } else { + inputQueue.push(input); + } + } + if (!processing) { + void processQueue(); + } + } + + function dispatchCommand(input: string) { + enqueue(input); + } + + const instance: IGameContext = { parts, regions, - rules, - ruleContexts, + commandRegistry, contexts, pushContext, popContext, latestContext, - registerRule, - unregisterRule, + registerCommand, + unregisterCommand, + enqueue, + enqueueAll, dispatchCommand, - } + }; + + return instance; }) -/** 创建游戏上下文实�?*/ export function createGameContext(root: Context = { type: 'game' }) { return new GameContext(root); } -export type GameContextInstance = ReturnType; +export type GameContextInstance = IGameContext; diff --git a/src/core/rule.ts b/src/core/rule.ts deleted file mode 100644 index dc38875..0000000 --- a/src/core/rule.ts +++ /dev/null @@ -1,233 +0,0 @@ -import {Command, CommandSchema, parseCommand, parseCommandSchema, applyCommandSchema} from "../utils/command"; - -export type RuleState = 'running' | 'yielded' | 'waiting' | 'invoking' | 'done'; - -export type SchemaYield = { type: 'schema'; value: string | CommandSchema }; -export type InvokeYield = { type: 'invoke'; rule: string; command: Command }; -export type RuleYield = SchemaYield | InvokeYield; - -export type RuleContext = { - type: string; - schema?: CommandSchema; - generator: Generator>; - parent?: RuleContext; - children: RuleContext[]; - state: RuleState; - resolution?: T; -} - -export type RuleDef = { - schema: CommandSchema; - create: (this: H, cmd: Command) => Generator>; -}; - -export type RuleRegistry = Map>; - -export type RuleEngineHost = { - rules: RuleRegistry; - ruleContexts: RuleContext[]; - addRuleContext: (ctx: RuleContext) => void; - removeRuleContext: (ctx: RuleContext) => void; -}; - -export function createRule( - schemaStr: string, - fn: (this: H, cmd: Command) => Generator> -): RuleDef { - return { - schema: parseCommandSchema(schemaStr, ''), - create: fn as RuleDef['create'], - }; -} - -function parseYieldedSchema(value: string | CommandSchema): CommandSchema { - if (typeof value === 'string') { - return parseCommandSchema(value, ''); - } - return value; -} - -function addContextToHost(host: RuleEngineHost, ctx: RuleContext) { - host.addRuleContext(ctx); -} - -function discardChildren(host: RuleEngineHost, parent: RuleContext) { - for (const child of parent.children) { - host.removeRuleContext(child); - } - parent.children = []; - parent.state = 'yielded'; -} - -function commandMatchesSchema(command: Command, schema: CommandSchema): boolean { - const requiredParams = schema.params.filter(p => p.required); - const variadicParam = schema.params.find(p => p.variadic); - - if (command.params.length < requiredParams.length) { - return false; - } - - if (!variadicParam && command.params.length > schema.params.length) { - return false; - } - - const requiredOptions = Object.values(schema.options).filter(o => o.required); - for (const opt of requiredOptions) { - const hasOption = opt.name in command.options || (opt.short && opt.short in command.options); - if (!hasOption) { - return false; - } - } - - return true; -} - -function applySchemaToCommand(command: Command, schema: CommandSchema): Command { - return applyCommandSchema(command, schema).command; -} - -function findYieldedContext(contexts: RuleContext[]): RuleContext | undefined { - for (let i = contexts.length - 1; i >= 0; i--) { - const ctx = contexts[i]; - if (ctx.state === 'yielded') { - return ctx; - } - } - return undefined; -} - -function createContext( - command: Command, - ruleDef: RuleDef, - host: RuleEngineHost, - parent?: RuleContext -): RuleContext { - return { - type: ruleDef.schema.name, - schema: undefined, - generator: ruleDef.create.call(host, command), - parent, - children: [], - state: 'running', - resolution: undefined, - }; -} - -function handleGeneratorResult( - host: RuleEngineHost, - ctx: RuleContext, - result: IteratorResult -): RuleContext | undefined { - if (result.done) { - ctx.resolution = result.value; - ctx.state = 'done'; - return resumeParentAfterChildComplete(host, ctx as RuleContext); - } - - const yielded = result.value; - if (yielded.type === 'invoke') { - const childRuleDef = host.rules.get(yielded.rule); - if (childRuleDef) { - ctx.state = 'invoking'; - return invokeChildRule(host, yielded.rule, yielded.command, ctx as RuleContext); - } else { - ctx.schema = parseYieldedSchema({ name: '', params: [], options: {}, flags: {} }); - ctx.state = 'yielded'; - } - } else { - ctx.schema = parseYieldedSchema(yielded.value); - ctx.state = 'yielded'; - } - - return undefined; -} - -function stepGenerator( - host: RuleEngineHost, - ctx: RuleContext -): RuleContext { - const result = ctx.generator.next(); - const resumed = handleGeneratorResult(host, ctx, result); - if (resumed) return resumed as RuleContext; - return ctx; -} - -function invokeChildRule( - host: RuleEngineHost, - ruleName: string, - command: Command, - parent: RuleContext -): RuleContext { - const ruleDef = host.rules.get(ruleName)!; - const ctx = createContext(command, ruleDef, host, parent); - - parent.children.push(ctx as RuleContext); - addContextToHost(host, ctx as RuleContext); - - return stepGenerator(host, ctx) as RuleContext; -} - -function resumeParentAfterChildComplete( - host: RuleEngineHost, - childCtx: RuleContext -): RuleContext | undefined { - const parent = childCtx.parent; - if (!parent || parent.state !== 'invoking') return undefined; - - parent.children = parent.children.filter(c => c !== childCtx); - - const result = parent.generator.next(childCtx); - const resumed = handleGeneratorResult(host, parent, result); - if (resumed) return resumed; - return parent; -} - -function invokeRule( - host: RuleEngineHost, - command: Command, - ruleDef: RuleDef, - parent?: RuleContext -): RuleContext { - const ctx = createContext(command, ruleDef, host, parent); - - if (parent) { - discardChildren(host, parent); - parent.children.push(ctx as RuleContext); - parent.state = 'waiting'; - } - - addContextToHost(host, ctx as RuleContext); - - return stepGenerator(host, ctx); -} - -function feedYieldedContext( - host: RuleEngineHost, - ctx: RuleContext, - command: Command -): RuleContext { - const typedCommand = applySchemaToCommand(command, ctx.schema!); - const result = ctx.generator.next(typedCommand); - const resumed = handleGeneratorResult(host, ctx, result); - return resumed ?? ctx; -} - -export function dispatchCommand(host: RuleEngineHost, input: string): RuleContext | undefined { - const command = parseCommand(input); - - const matchedRule = host.rules.get(command.name); - if (matchedRule) { - const typedCommand = applySchemaToCommand(command, matchedRule.schema); - const parent = findYieldedContext(host.ruleContexts); - return invokeRule(host, typedCommand, matchedRule, parent); - } - - for (let i = host.ruleContexts.length - 1; i >= 0; i--) { - const ctx = host.ruleContexts[i]; - if (ctx.state === 'yielded' && ctx.schema && commandMatchesSchema(command, ctx.schema)) { - return feedYieldedContext(host, ctx, command); - } - } - - return undefined; -} diff --git a/src/index.ts b/src/index.ts index c2cfc2a..d61b4bf 100644 --- a/src/index.ts +++ b/src/index.ts @@ -4,7 +4,7 @@ */ // Core types -export type { Context } from './core/context'; +export type { Context, GameContextInstance, GameQueueState } from './core/context'; export { GameContext, createGameContext } from './core/context'; export type { Part } from './core/part'; @@ -13,15 +13,12 @@ export { flip, flipTo, roll } from './core/part'; export type { Region, RegionAxis } from './core/region'; export { applyAlign, shuffle } from './core/region'; -export type { RuleContext, RuleState, RuleDef, RuleRegistry } from './core/rule'; -export { createRule, dispatchCommand } from './core/rule'; - // Utils export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command'; export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command'; -export type { CommandRunner, CommandRunnerHandler, CommandRegistry, CommandRunnerContext } from './utils/command'; -export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, createCommandRunnerContext } from './utils/command'; +export type { CommandRunner, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './utils/command'; +export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, runCommandParsed, createCommandRunnerContext, type CommandRegistry, type CommandRunnerContextExport } from './utils/command'; export type { Entity, EntityAccessor } from './utils/entity'; export { createEntityCollection } from './utils/entity'; diff --git a/src/samples/tic-tac-toe.ts b/src/samples/tic-tac-toe.ts index d464ee8..9615ad0 100644 --- a/src/samples/tic-tac-toe.ts +++ b/src/samples/tic-tac-toe.ts @@ -1,10 +1,9 @@ import { GameContextInstance } from '../core/context'; -import type { RuleEngineHost, RuleContext } from '../core/rule'; -import { createRule, type InvokeYield, type SchemaYield } from '../core/rule'; -import type { Command } from '../utils/command'; +import type { Command, CommandRunner, CommandRunnerContext } from '../utils/command'; import type { Part } from '../core/part'; import type { Region } from '../core/region'; import type { Context } from '../core/context'; +import { parseCommandSchema } from '../utils/command/schema-parse'; export type TicTacToeState = Context & { type: 'tic-tac-toe'; @@ -17,25 +16,18 @@ type TurnResult = { winner: 'X' | 'O' | 'draw' | null; }; -type TicTacToeHost = RuleEngineHost & { - pushContext: (context: Context) => any; - latestContext: (type: string) => { value: T } | undefined; - regions: { add: (...entities: any[]) => void; get: (id: string) => { value: { children: any[] } } }; - parts: { add: (...entities: any[]) => void; get: (id: string) => any; collection: { value: Record } }; -}; - -function getBoardRegion(host: TicTacToeHost) { +function getBoardRegion(host: GameContextInstance) { return host.regions.get('board'); } -function isCellOccupied(host: TicTacToeHost, row: number, col: number): boolean { +function isCellOccupied(host: GameContextInstance, row: number, col: number): boolean { const board = getBoardRegion(host); return board.value.children.some( (child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col ); } -function checkWinner(host: TicTacToeHost): 'X' | 'O' | 'draw' | null { +function checkWinner(host: GameContextInstance): 'X' | 'O' | 'draw' | null { const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value); const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position); @@ -66,7 +58,7 @@ function hasWinningLine(positions: number[][]): boolean { ); } -function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: number) { +function placePiece(host: GameContextInstance, row: number, col: number, moveCount: number) { const board = getBoardRegion(host); const piece: Part = { id: `piece-${moveCount}`, @@ -79,82 +71,78 @@ function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: nu board.value.children.push(host.parts.get(piece.id)); } -const playSchema: SchemaYield = { type: 'schema', value: 'play ' }; +export function createSetupCommand(): CommandRunner { + return { + schema: parseCommandSchema('start'), + run: async function(this: CommandRunnerContext) { + this.context.pushContext({ + type: 'tic-tac-toe', + currentPlayer: 'X', + winner: null, + moveCount: 0, + } as TicTacToeState); -export function createSetupRule() { - return createRule('start', function*(this: TicTacToeHost) { - this.pushContext({ - type: 'tic-tac-toe', - currentPlayer: 'X', - winner: null, - moveCount: 0, - } as TicTacToeState); + this.context.regions.add({ + id: 'board', + axes: [ + { name: 'x', min: 0, max: 2 }, + { name: 'y', min: 0, max: 2 }, + ], + children: [], + } as Region); - this.regions.add({ - id: 'board', - axes: [ - { name: 'x', min: 0, max: 2 }, - { name: 'y', min: 0, max: 2 }, - ], - children: [], - } as Region); + let currentPlayer: 'X' | 'O' = 'X'; + let turnResult: TurnResult | undefined; - let currentPlayer: 'X' | 'O' = 'X'; - let turnResult: TurnResult | undefined; + while (true) { + const turnOutput = await this.run(`turn ${currentPlayer}`); + if (!turnOutput.success) throw new Error(turnOutput.error); + turnResult = turnOutput.result as TurnResult; + if (turnResult?.winner) break; - while (true) { - const yieldValue: InvokeYield = { - type: 'invoke', - rule: 'turn', - command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command, - }; - const ctx = yield yieldValue; - turnResult = (ctx as RuleContext).resolution; - if (turnResult?.winner) break; + currentPlayer = currentPlayer === 'X' ? 'O' : 'X'; + const state = this.context.latestContext('tic-tac-toe')!; + state.value.currentPlayer = currentPlayer; + } - currentPlayer = currentPlayer === 'X' ? 'O' : 'X'; - const state = this.latestContext('tic-tac-toe')!; - state.value.currentPlayer = currentPlayer; - } - - const state = this.latestContext('tic-tac-toe')!; - state.value.winner = turnResult?.winner ?? null; - return { winner: state.value.winner }; - }); + const state = this.context.latestContext('tic-tac-toe')!; + state.value.winner = turnResult?.winner ?? null; + return { winner: state.value.winner }; + }, + }; } -export function createTurnRule() { - return createRule('turn ', function*(this: TicTacToeHost, cmd) { - while (true) { - const received = yield playSchema; - if ('resolution' in received) continue; +export function createTurnCommand(): CommandRunner { + return { + schema: parseCommandSchema('turn '), + run: async function(this: CommandRunnerContext, cmd: Command) { + while (true) { + const playCmd = await this.prompt('play '); - const playCmd = received as Command; - if (playCmd.name !== 'play') continue; + const row = Number(playCmd.params[1]); + const col = Number(playCmd.params[2]); - const row = playCmd.params[1] as number; - const col = playCmd.params[2] as number; + if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue; + if (isCellOccupied(this.context, row, col)) continue; - if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue; - if (isCellOccupied(this, row, col)) continue; + const state = this.context.latestContext('tic-tac-toe')!; + if (state.value.winner) continue; - const state = this.latestContext('tic-tac-toe')!; - if (state.value.winner) continue; + placePiece(this.context, row, col, state.value.moveCount); + state.value.moveCount++; - placePiece(this, row, col, state.value.moveCount); - state.value.moveCount++; + const winner = checkWinner(this.context); + if (winner) return { winner }; - const winner = checkWinner(this); - if (winner) return { winner }; - - if (state.value.moveCount >= 9) return { winner: 'draw' as const }; - } - }); + if (state.value.moveCount >= 9) return { winner: 'draw' as const }; + } + }, + }; } -export function registerTicTacToeRules(game: GameContextInstance) { - game.registerRule('start', createSetupRule()); - game.registerRule('turn', createTurnRule()); +export function registerTicTacToeCommands(game: GameContextInstance) { + game.registerCommand('start', createSetupCommand()); + game.registerCommand('turn', createTurnCommand()); } export function startTicTacToe(game: GameContextInstance) { diff --git a/src/utils/command/command-registry.ts b/src/utils/command/command-registry.ts index 0d0d7d5..dc2e060 100644 --- a/src/utils/command/command-registry.ts +++ b/src/utils/command/command-registry.ts @@ -1,7 +1,7 @@ -import type { Command } from './types.js'; +import type { Command, CommandSchema } from './types.js'; import type { CommandRunner, CommandRunnerContext, PromptEvent } from './command-runner.js'; import { parseCommand } from './command-parse.js'; -import { applyCommandSchema } from './command-apply.js'; +import { applyCommandSchema } from './command-validate.js'; import { parseCommandSchema } from './schema-parse.js'; export type CommandRegistry = Map>; @@ -42,6 +42,10 @@ type Listener = (e: PromptEvent) => void; export type CommandRunnerContextExport = CommandRunnerContext & { registry: CommandRegistry; + _activePrompt: PromptEvent | null; + _resolvePrompt: (command: Command) => void; + _rejectPrompt: (error: Error) => void; + _pendingInput: string | null; }; export function createCommandRunnerContext( @@ -58,9 +62,26 @@ export function createCommandRunnerContext( listeners.delete(listener); }; + let activePrompt: PromptEvent | null = null; + + const resolvePrompt = (command: Command) => { + if (activePrompt) { + activePrompt.resolve(command); + activePrompt = null; + } + }; + + const rejectPrompt = (error: Error) => { + if (activePrompt) { + activePrompt.reject(error); + activePrompt = null; + } + }; + const prompt = (schema: Parameters['prompt']>[0]): Promise => { const resolvedSchema = typeof schema === 'string' ? parseCommandSchema(schema) : schema; return new Promise((resolve, reject) => { + activePrompt = { schema: resolvedSchema, resolve, reject }; const event: PromptEvent = { schema: resolvedSchema, resolve, reject }; for (const listener of listeners) { listener(event); @@ -71,13 +92,21 @@ export function createCommandRunnerContext( const runnerCtx: CommandRunnerContextExport = { registry, context, - run: (input: string) => runCommandWithContext(registry, runnerCtx, input), - runParsed: (command: Command) => runCommandParsedWithContext(registry, runnerCtx, command), + run: (input: string) => runCommandWithContext(runnerCtx, input), + runParsed: (command: Command) => runCommandParsedWithContext(runnerCtx, command), prompt, on, off, + _activePrompt: null, + _resolvePrompt: resolvePrompt, + _rejectPrompt: rejectPrompt, + _pendingInput: null, }; + Object.defineProperty(runnerCtx, '_activePrompt', { + get: () => activePrompt, + }); + return runnerCtx; } @@ -101,16 +130,15 @@ export async function runCommand( input: string ): Promise<{ success: true; result: unknown } | { success: false; error: string }> { const runnerCtx = createCommandRunnerContext(registry, context); - return await runCommandWithContext(registry, runnerCtx, input); + return await runCommandWithContext(runnerCtx, input); } async function runCommandWithContext( - registry: CommandRegistry, runnerCtx: CommandRunnerContextExport, input: string ): Promise<{ success: true; result: unknown } | { success: false; error: string }> { const command = parseCommand(input); - return await runCommandParsedWithContext(registry, runnerCtx, command); + return await runCommandParsedWithContext(runnerCtx, command); } export async function runCommandParsed( @@ -119,15 +147,14 @@ export async function runCommandParsed( command: Command ): Promise<{ success: true; result: unknown } | { success: false; error: string }> { const runnerCtx = createCommandRunnerContext(registry, context); - return await runCommandParsedWithContext(registry, runnerCtx, command); + return await runCommandParsedWithContext(runnerCtx, command); } async function runCommandParsedWithContext( - registry: CommandRegistry, runnerCtx: CommandRunnerContextExport, command: Command ): Promise<{ success: true; result: unknown } | { success: false; error: string }> { - const runner = registry.get(command.name); + const runner = runnerCtx.registry.get(command.name); if (!runner) { return { success: false, error: `Unknown command: ${command.name}` }; } diff --git a/tests/core/rule.test.ts b/tests/core/rule.test.ts index 8410edf..b9c4811 100644 --- a/tests/core/rule.test.ts +++ b/tests/core/rule.test.ts @@ -1,396 +1,244 @@ import { describe, it, expect } from 'vitest'; -import { createRule, type RuleContext, type RuleEngineHost } from '../../src/core/rule'; import { createGameContext } from '../../src/core/context'; -import type { Command } from '../../src/utils/command'; +import type { Command, CommandRunner, CommandRunnerContext } from '../../src/utils/command'; +import { parseCommandSchema } from '../../src/utils/command/schema-parse'; -function isCommand(value: Command | RuleContext): value is Command { - return 'name' in value; -} - -function schema(value: string | { name: string; params: any[]; options: any[]; flags: any[] }) { - return { type: 'schema' as const, value }; -} - -describe('Rule System', () => { +describe('Command System', () => { function createTestGame() { const game = createGameContext(); return game; } - describe('createRule', () => { - it('should create a rule definition with parsed schema', () => { - const rule = createRule(' [--force]', function*(cmd) { - return { from: cmd.params[0], to: cmd.params[1] }; - }); + function createRunner( + schemaStr: string, + fn: (this: CommandRunnerContext, cmd: Command) => Promise + ): CommandRunner { + return { + schema: parseCommandSchema(schemaStr), + run: fn, + }; + } - expect(rule.schema.params).toHaveLength(2); - expect(rule.schema.params[0].name).toBe('from'); - expect(rule.schema.params[0].required).toBe(true); - expect(rule.schema.params[1].name).toBe('to'); - expect(rule.schema.params[1].required).toBe(true); - expect(Object.keys(rule.schema.flags)).toHaveLength(1); - expect(rule.schema.flags.force.name).toBe('force'); - }); - - it('should create a generator when called', () => { - const game = createTestGame(); - const rule = createRule('', function*(cmd) { - return cmd.params[0]; - }); - - const gen = rule.create.call(game as unknown as RuleEngineHost, { name: 'test', params: ['card1'], flags: {}, options: {} }); - const result = gen.next(); - expect(result.done).toBe(true); - expect(result.value).toBe('card1'); - }); - }); - - describe('dispatchCommand - rule invocation', () => { - it('should invoke a registered rule and yield schema', () => { + describe('registerCommand', () => { + it('should register and execute a command', async () => { const game = createTestGame(); - game.registerRule('move', createRule(' ', function*(cmd) { - yield schema({ name: '', params: [], options: [], flags: [] }); - return { moved: cmd.params[0] }; - })); - - const ctx = game.dispatchCommand('move card1 hand'); - - expect(ctx).toBeDefined(); - expect(ctx!.state).toBe('yielded'); - expect(ctx!.schema).toBeDefined(); - expect(ctx!.resolution).toBeUndefined(); - }); - - it('should complete a rule when final command matches yielded schema', () => { - const game = createTestGame(); - - game.registerRule('move', createRule(' ', function*(cmd) { - const confirm = yield schema({ name: '', params: [], options: [], flags: [] }); - const confirmCmd = isCommand(confirm) ? confirm : undefined; - return { moved: cmd.params[0], confirmed: confirmCmd?.name === 'confirm' }; - })); - - game.dispatchCommand('move card1 hand'); - const ctx = game.dispatchCommand('confirm'); - - expect(ctx).toBeDefined(); - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toEqual({ moved: 'card1', confirmed: true }); - }); - - it('should return undefined when command matches no rule and no yielded context', () => { - const game = createTestGame(); - - const result = game.dispatchCommand('unknown command'); - - expect(result).toBeUndefined(); - }); - - it('should pass the initial command to the generator', () => { - const game = createTestGame(); - - game.registerRule('attack', createRule(' [--power: number]', function*(cmd) { - return { target: cmd.params[0], power: cmd.options.power || '1' }; - })); - - const ctx = game.dispatchCommand('attack goblin --power 5'); - - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toEqual({ target: 'goblin', power: 5 }); - }); - - it('should complete immediately if generator does not yield', () => { - const game = createTestGame(); - - game.registerRule('look', createRule('[--at]', function*() { + game.registerCommand('look', createRunner('[--at]', async () => { return 'looked'; })); - const ctx = game.dispatchCommand('look'); + game.enqueue('look'); + await new Promise(resolve => setTimeout(resolve, 50)); - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toBe('looked'); + expect(game.commandRegistry.value.has('look')).toBe(true); + }); + + it('should return error for unknown command', async () => { + const game = createTestGame(); + + game.enqueue('unknown command'); + await new Promise(resolve => setTimeout(resolve, 50)); }); }); - describe('dispatchCommand - rule priority', () => { - it('should prioritize new rule invocation over feeding yielded context', () => { + describe('prompt and queue resolution', () => { + it('should resolve prompt from queue input', async () => { const game = createTestGame(); + let promptReceived: Command | null = null; - game.registerRule('move', createRule(' ', function*(cmd) { - yield schema({ name: '', params: [], options: [], flags: [] }); - return { moved: cmd.params[0] }; + game.registerCommand('move', createRunner(' ', async function(this: CommandRunnerContext, cmd) { + const confirm = await this.prompt('confirm'); + promptReceived = confirm; + return { moved: cmd.params[0], confirmed: confirm.name }; })); - game.registerRule('confirm', createRule('', function*() { - return 'new confirm rule'; + game.enqueueAll([ + 'move card1 hand', + 'confirm', + ]); + + await new Promise(resolve => setTimeout(resolve, 100)); + + expect(promptReceived).not.toBeNull(); + expect(promptReceived!.name).toBe('confirm'); + }); + + it('should handle multiple prompts in sequence', async () => { + const game = createTestGame(); + const prompts: Command[] = []; + + game.registerCommand('multi', createRunner('', async function() { + const a = await this.prompt(''); + prompts.push(a); + const b = await this.prompt(''); + prompts.push(b); + return { a: a.params[0], b: b.params[0] }; })); - game.dispatchCommand('move card1 hand'); + game.enqueueAll([ + 'multi init', + 'first', + 'second', + ]); - const ctx = game.dispatchCommand('confirm'); + await new Promise(resolve => setTimeout(resolve, 100)); - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toBe('new confirm rule'); - expect(ctx!.type).toBe(''); + expect(prompts).toHaveLength(2); + expect(prompts[0].params[0]).toBe('first'); + expect(prompts[1].params[0]).toBe('second'); + }); + + it('should handle command that completes without prompting', async () => { + const game = createTestGame(); + let executed = false; + + game.registerCommand('attack', createRunner(' [--power: number]', async function(cmd) { + executed = true; + return { target: cmd.params[0], power: cmd.options.power || '1' }; + })); + + game.enqueue('attack goblin --power 5'); + await new Promise(resolve => setTimeout(resolve, 50)); + + expect(executed).toBe(true); }); }); - describe('dispatchCommand - fallback to yielded context', () => { - it('should feed a yielded context when command does not match any rule', () => { + describe('nested command execution', () => { + it('should allow a command to run another command', async () => { const game = createTestGame(); + let childResult: unknown; - game.registerRule('move', createRule(' ', function*(cmd) { - const response = yield schema({ name: '', params: [], options: [], flags: [] }); - const rcmd = isCommand(response) ? response : undefined; - return { moved: cmd.params[0], response: rcmd?.name }; + game.registerCommand('child', createRunner('', async (cmd) => { + return `child:${cmd.params[0]}`; })); - game.dispatchCommand('move card1 hand'); - const ctx = game.dispatchCommand('yes'); + game.registerCommand('parent', createRunner('', async function() { + const output = await this.run('child test_arg'); + if (!output.success) throw new Error(output.error); + childResult = output.result; + return `parent:${output.result}`; + })); - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toEqual({ moved: 'card1', response: 'yes' }); + game.enqueue('parent start'); + await new Promise(resolve => setTimeout(resolve, 100)); + + expect(childResult).toBe('child:test_arg'); }); - it('should skip non-matching commands for yielded context', () => { + it('should handle nested commands with prompts', async () => { const game = createTestGame(); + let childPromptResult: Command | null = null; - game.registerRule('move', createRule(' ', function*(cmd) { - const response = yield schema(''); - const rcmd = isCommand(response) ? response : undefined; - return { response: rcmd?.params[0] }; + game.registerCommand('child', createRunner('', async function() { + const confirm = await this.prompt('yes | no'); + childPromptResult = confirm; + return `child:${confirm.name}`; })); - game.dispatchCommand('move card1 hand'); - - const ctx = game.dispatchCommand('goblin'); - - expect(ctx).toBeUndefined(); - }); - - it('should validate command against yielded schema', () => { - const game = createTestGame(); - - game.registerRule('trade', createRule(' ', function*(cmd) { - const response = yield schema(' [amount: number]'); - const rcmd = isCommand(response) ? response : undefined; - return { traded: rcmd?.params[0] }; + game.registerCommand('parent', createRunner('', async function() { + const output = await this.run('child target1'); + if (!output.success) throw new Error(output.error); + return `parent:${output.result}`; })); - game.dispatchCommand('trade player1 player2'); - const ctx = game.dispatchCommand('offer gold 5'); + game.enqueueAll([ + 'parent start', + 'yes', + ]); - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toEqual({ traded: 'gold' }); + await new Promise(resolve => setTimeout(resolve, 100)); + + expect(childPromptResult).not.toBeNull(); + expect(childPromptResult!.name).toBe('yes'); }); }); - describe('dispatchCommand - deepest context first', () => { - it('should feed the deepest yielded context', () => { + describe('enqueueAll for action log replay', () => { + it('should process all inputs in order', async () => { const game = createTestGame(); + const results: string[] = []; - game.registerRule('parent', createRule('', function*() { - yield schema({ name: '', params: [], options: [], flags: [] }); - return 'parent done'; + game.registerCommand('step', createRunner('', async (cmd) => { + results.push(cmd.params[0] as string); + return cmd.params[0]; })); - game.registerRule('child', createRule('', function*() { - yield schema({ name: '', params: [], options: [], flags: [] }); - return 'child done'; + game.enqueueAll([ + 'step one', + 'step two', + 'step three', + ]); + + await new Promise(resolve => setTimeout(resolve, 100)); + + expect(results).toEqual(['one', 'two', 'three']); + }); + + it('should buffer inputs and resolve prompts automatically', async () => { + const game = createTestGame(); + let prompted: Command | null = null; + + game.registerCommand('interactive', createRunner('', async function() { + const response = await this.prompt(''); + prompted = response; + return { start: 'start', reply: response.params[0] }; })); - game.dispatchCommand('parent start'); - game.dispatchCommand('child target1'); + game.enqueueAll([ + 'interactive begin', + 'hello', + ]); - const ctx = game.dispatchCommand('grandchild_cmd'); + await new Promise(resolve => setTimeout(resolve, 100)); - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toBe('child done'); + expect(prompted).not.toBeNull(); + expect(prompted!.params[0]).toBe('hello'); }); }); - describe('nested rule invocations', () => { - it('should link child to parent', () => { + describe('command schema validation', () => { + it('should reject commands that do not match schema', async () => { const game = createTestGame(); + let errors: string[] = []; - game.registerRule('parent', createRule('', function*() { - yield schema('child_cmd'); - return 'parent done'; + game.registerCommand('strict', createRunner('', async () => { + return 'ok'; })); - game.registerRule('child_cmd', createRule('', function*() { - return 'child done'; - })); - - game.dispatchCommand('parent start'); - const parentCtx = game.ruleContexts.value[0]; - - game.dispatchCommand('child_cmd target1'); - - expect(parentCtx.state).toBe('waiting'); - - const childCtx = game.ruleContexts.value[1]; - expect(childCtx.parent).toBe(parentCtx); - expect(parentCtx.children).toContain(childCtx); - }); - - it('should discard previous children when a new child is invoked', () => { - const game = createTestGame(); - - game.registerRule('parent', createRule('', function*() { - yield schema('child_a | child_b'); - return 'parent done'; - })); - - game.registerRule('child_a', createRule('', function*() { - return 'child_a done'; - })); - - game.registerRule('child_b', createRule('', function*() { - return 'child_b done'; - })); - - game.dispatchCommand('parent start'); - game.dispatchCommand('child_a target1'); - - expect(game.ruleContexts.value.length).toBe(2); - - const oldParent = game.ruleContexts.value[0]; - expect(oldParent.children).toHaveLength(1); - - game.dispatchCommand('parent start'); - game.dispatchCommand('child_b target2'); - - const newParent = game.ruleContexts.value[2]; - expect(newParent.children).toHaveLength(1); - expect(newParent.children[0].resolution).toBe('child_b done'); - }); - }); - - describe('context tracking', () => { - it('should track rule contexts in ruleContexts signal', () => { - const game = createTestGame(); - - game.registerRule('test', createRule('', function*() { - yield schema({ name: '', params: [], options: [], flags: [] }); - return 'done'; - })); - - expect(game.ruleContexts.value.length).toBe(0); - - game.dispatchCommand('test arg1'); - - expect(game.ruleContexts.value.length).toBe(1); - expect(game.ruleContexts.value[0].state).toBe('yielded'); - }); - }); - - describe('error handling', () => { - it('should leave context in place when generator throws', () => { - const game = createTestGame(); - - game.registerRule('failing', createRule('', function*() { - throw new Error('rule error'); - })); - - expect(() => game.dispatchCommand('failing arg1')).toThrow('rule error'); - - expect(game.ruleContexts.value.length).toBe(1); - }); - - it('should leave children in place when child generator throws', () => { - const game = createTestGame(); - - game.registerRule('parent', createRule('', function*() { - yield schema('child'); - return 'parent done'; - })); - - game.registerRule('child', createRule('', function*() { - throw new Error('child error'); - })); - - game.dispatchCommand('parent start'); - expect(() => game.dispatchCommand('child target1')).toThrow('child error'); - - expect(game.ruleContexts.value.length).toBe(2); - }); - }); - - describe('schema yielding', () => { - it('should accept a CommandSchema object as yield value', () => { - const game = createTestGame(); - - const customSchema = { - name: 'custom', - params: [{ name: 'x', required: true, variadic: false }], - options: [], - flags: [], + const originalError = console.error; + console.error = (...args: unknown[]) => { + errors.push(String(args[0])); }; - game.registerRule('test', createRule('', function*() { - const cmd = yield schema(customSchema); - const rcmd = isCommand(cmd) ? cmd : undefined; - return { received: rcmd?.params[0] }; - })); + game.enqueue('strict'); + await new Promise(resolve => setTimeout(resolve, 50)); - game.dispatchCommand('test val1'); - const ctx = game.dispatchCommand('custom hello'); + console.error = originalError; - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toEqual({ received: 'hello' }); - }); - - it('should parse string schema on each yield', () => { - const game = createTestGame(); - - game.registerRule('multi', createRule('', function*() { - const a = yield schema(''); - const b = yield schema(''); - const acmd = isCommand(a) ? a : undefined; - const bcmd = isCommand(b) ? b : undefined; - return { a: acmd?.params[0], b: bcmd?.params[0] }; - })); - - game.dispatchCommand('multi init'); - game.dispatchCommand('cmd first'); - const ctx = game.dispatchCommand('cmd second'); - - expect(ctx!.state).toBe('done'); - expect(ctx!.resolution).toEqual({ a: 'first', b: 'second' }); + expect(errors.some(e => e.includes('Unknown') || e.includes('error'))).toBe(true); }); }); - describe('complex flow', () => { - it('should handle a multi-step game flow', () => { + describe('context management', () => { + it('should push and pop contexts', () => { const game = createTestGame(); - game.registerRule('start', createRule('', function*(cmd) { - const player = cmd.params[0]; - const action = yield schema({ name: '', params: [], options: [], flags: [] }); + game.pushContext({ type: 'sub-game' }); + expect(game.contexts.value.length).toBe(2); - if (isCommand(action)) { - if (action.name === 'move') { - yield schema(''); - } else if (action.name === 'attack') { - yield schema(' [--power: number]'); - } - } + game.popContext(); + expect(game.contexts.value.length).toBe(1); + }); - return { player, action: isCommand(action) ? action.name : '' }; - })); + it('should find latest context by type', () => { + const game = createTestGame(); - const ctx1 = game.dispatchCommand('start alice'); - expect(ctx1!.state).toBe('yielded'); + game.pushContext({ type: 'sub-game' }); + const found = game.latestContext('sub-game'); - const ctx2 = game.dispatchCommand('attack'); - expect(ctx2!.state).toBe('yielded'); - - const ctx3 = game.dispatchCommand('attack goblin --power 3'); - expect(ctx3!.state).toBe('done'); - expect(ctx3!.resolution).toEqual({ player: 'alice', action: 'attack' }); + expect(found).toBeDefined(); + expect(found!.value.type).toBe('sub-game'); }); }); }); diff --git a/tests/samples/tic-tac-toe.test.ts b/tests/samples/tic-tac-toe.test.ts index ba0df13..166077c 100644 --- a/tests/samples/tic-tac-toe.test.ts +++ b/tests/samples/tic-tac-toe.test.ts @@ -1,11 +1,11 @@ import { describe, it, expect } from 'vitest'; import { createGameContext } from '../../src/core/context'; -import { registerTicTacToeRules, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe'; +import { registerTicTacToeCommands, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe'; describe('Tic-Tac-Toe', () => { function createGame() { const game = createGameContext(); - registerTicTacToeRules(game); + registerTicTacToeCommands(game); return game; } @@ -13,9 +13,10 @@ describe('Tic-Tac-Toe', () => { return game.latestContext('tic-tac-toe')!.value; } - it('should initialize the board and start the game', () => { + it('should initialize the board and start the game', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); const state = getBoardState(game); expect(state.currentPlayer).toBe('X'); @@ -28,95 +29,117 @@ describe('Tic-Tac-Toe', () => { expect(board.value.axes[1].name).toBe('y'); }); - it('should play moves and determine a winner', () => { + it('should play moves and determine a winner', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); - // X wins with column 0 - game.dispatchCommand('play X 0 0'); - game.dispatchCommand('play O 0 1'); - game.dispatchCommand('play X 1 0'); - game.dispatchCommand('play O 1 1'); - game.dispatchCommand('play X 2 0'); + game.enqueueAll([ + 'play X 0 0', + 'play O 0 1', + 'play X 1 0', + 'play O 1 1', + 'play X 2 0', + ]); + + await new Promise(resolve => setTimeout(resolve, 200)); const state = getBoardState(game); expect(state.winner).toBe('X'); expect(state.moveCount).toBe(5); }); - it('should reject out-of-bounds moves', () => { + it('should reject out-of-bounds moves', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); const beforeCount = getBoardState(game).moveCount; - game.dispatchCommand('play X 5 5'); - game.dispatchCommand('play X -1 0'); - game.dispatchCommand('play X 3 3'); + game.enqueueAll([ + 'play X 5 5', + 'play X -1 0', + 'play X 3 3', + ]); + + await new Promise(resolve => setTimeout(resolve, 200)); expect(getBoardState(game).moveCount).toBe(beforeCount); }); - it('should reject moves on occupied cells', () => { + it('should reject moves on occupied cells', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); - game.dispatchCommand('play X 1 1'); + game.enqueue('play X 1 1'); + await new Promise(resolve => setTimeout(resolve, 100)); expect(getBoardState(game).moveCount).toBe(1); - // Try to play on the same cell - game.dispatchCommand('play O 1 1'); + game.enqueue('play O 1 1'); + await new Promise(resolve => setTimeout(resolve, 100)); expect(getBoardState(game).moveCount).toBe(1); }); - it('should ignore moves after game is over', () => { + it('should ignore moves after game is over', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); - // X wins - game.dispatchCommand('play X 0 0'); - game.dispatchCommand('play O 0 1'); - game.dispatchCommand('play X 1 0'); - game.dispatchCommand('play O 1 1'); - game.dispatchCommand('play X 2 0'); + game.enqueueAll([ + 'play X 0 0', + 'play O 0 1', + 'play X 1 0', + 'play O 1 1', + 'play X 2 0', + ]); + + await new Promise(resolve => setTimeout(resolve, 200)); expect(getBoardState(game).winner).toBe('X'); const moveCountAfterWin = getBoardState(game).moveCount; - // Try to play more - game.dispatchCommand('play X 2 1'); - game.dispatchCommand('play O 2 2'); + game.enqueueAll([ + 'play X 2 1', + 'play O 2 2', + ]); + + await new Promise(resolve => setTimeout(resolve, 200)); expect(getBoardState(game).moveCount).toBe(moveCountAfterWin); }); - it('should detect a draw', () => { + it('should detect a draw', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); - // Fill board with no winner (cat's game) - // X: (1,1), (0,2), (2,2), (1,0), (2,1) - // O: (0,0), (2,0), (0,1), (1,2) - game.dispatchCommand('play X 1 1'); // X - game.dispatchCommand('play O 0 0'); // O - game.dispatchCommand('play X 0 2'); // X - game.dispatchCommand('play O 2 0'); // O - game.dispatchCommand('play X 2 2'); // X - game.dispatchCommand('play O 0 1'); // O - game.dispatchCommand('play X 1 0'); // X - game.dispatchCommand('play O 1 2'); // O - game.dispatchCommand('play X 2 1'); // X (last move, draw) + game.enqueueAll([ + 'play X 1 1', + 'play O 0 0', + 'play X 0 2', + 'play O 2 0', + 'play X 2 2', + 'play O 0 1', + 'play X 1 0', + 'play O 1 2', + 'play X 2 1', + ]); + + await new Promise(resolve => setTimeout(resolve, 300)); const state = getBoardState(game); expect(state.winner).toBe('draw'); expect(state.moveCount).toBe(9); }); - it('should place parts on the board region at correct positions', () => { + it('should place parts on the board region at correct positions', async () => { const game = createGame(); startTicTacToe(game); + await new Promise(resolve => setTimeout(resolve, 100)); - game.dispatchCommand('play X 1 2'); + game.enqueue('play X 1 2'); + await new Promise(resolve => setTimeout(resolve, 100)); const board = game.regions.get('board'); expect(board.value.children).toHaveLength(1);