docs: add bgm-engine message layer design

Define the message/queue/tick model, the three handler kinds (trigger,
orchestrator, command host), and the @tts/engine package split. Cross-link
from bgm-commands and bgm-tabletop, and add the engine to the architecture
package table.
This commit is contained in:
2026-08-10 18:26:19 +08:00
parent 13b3eaed78
commit 91cd3a16d7
4 changed files with 238 additions and 3 deletions
+230
View File
@@ -0,0 +1,230 @@
# bgm-engine
The message layer that drives [bgm](./bgm-format.md) board games, built into
[`@tts/engine`](./architecture.md). It unifies the two halves of scripted
interaction — *declaring* what should happen and *executing* it — into a single
reactive loop: **messages** flow through a **queue**, and **handlers** react to
them.
This doc covers the message model (what flows), the queue and its tick (how it
flows), and the three handler kinds (who reacts). Command *execution* — the
async lifecycle, run contexts, and tap interaction — is specified in
[`bgm-commands.md`](./bgm-commands.md); this doc is the layer above it.
## package split
The engine is a **pure** package: the message bus, queue, tick, trigger
registry, and orchestrator runner. It has no r3f, no React, and no store, so it
is node-testable in isolation (mirroring `@tts/extract`'s isomorphic, zero-dep
style). It defines the contract — `Message`, `Handler`, `Trigger`,
`Orchestrator`, and the `CommandHost` interface (how a command handler
registers with the bus).
[`@tts/tabletop`](./bgm-tabletop.md) is one consumer of that contract: it
implements the `CommandHost` with the built-in commands (`move`, `focus`,
`caption`, `enableSurface`, ...) that mutate the tabletop store and drive the
render layer. The engine never imports tabletop; tabletop depends on the engine
for the message types and host interface. A headless sim or bot harness can
consume the engine without the render layer.
## 1. messages
A **message** is the unit of communication. It is both an *event* (something
happened) and an *intent* (something should happen) — the two are the same
thing. A message may have a registered handler (a command implementation); if
it does, the runtime runs it. Either way, every handler observes it.
```ts
interface Message {
type: string; // 'tap' | 'move' | 'focus' | 'move:done' | ...
data?: unknown; // payload, command-specific
id?: string; // optional identity, for matching and dedup
}
```
A message is identified by `type` (and optionally `id`), matching the format's
`type#id` convention. A `move` message both *runs* the move command and is
*observable* as an event; the command's completion is itself a message
(`move:done`), which is what triggers match and orchestrators await.
The loop is just: **message → handler → message**. Handlers consume messages
and emit new ones; the queue serializes them.
## 2. the queue and ticking
Messages are not processed inline. They are **enqueued** and handled on the
next **tick**. This kills reentrancy (a handler cannot cause unbounded
recursion), gives a natural debounce, and makes the whole system a
deterministic frame.
### tick contract
The engine is pure — it has no render loop and must stay node-testable. It
exposes `tick()`, and the host calls it:
- In `@tts/tabletop`, a `useFrame` drives `tick()`.
- In tests, `tick()` is called manually.
The engine never assumes a render loop.
### drain semantics
- **Snapshot-and-drain.** At `tick()`, snapshot the queue and process it.
Messages emitted *during* the drain go to the *next* tick. This guarantees
no reentrancy within a drain and makes ordering deterministic.
- **FIFO within a tick.** Simple and predictable.
- **One tick drains the whole snapshot** (not one message per tick), so a
burst of messages all resolve in one frame.
### awaiting
An orchestrator suspends on `await ctx.wait({ type })` and resumes when a
matching message is processed during a drain. Its own emissions go to the next
tick, so it cannot re-enter itself.
## 3. message types
### interaction messages
Interaction is the player's input, reported to the engine as messages. Only
tap interaction is supported (see `bgm-commands.md` §4).
```ts
interface TapMessage extends Message {
type: 'tap';
data: TapEvent; // part, position, trigger
}
```
A tap on a part is reported with the nearest trigger point (or `null` on a
miss). The handler decides how to react — resolve, reject with a "wrong spot"
shake, or ignore. The runtime stays dumb; the handler owns the UX.
### command messages
A command message names a command to run. Its handler is the command
implementation; its completion is emitted as a `type:done` message.
```ts
interface CommandMessage extends Message {
type: 'move' | 'focus' | 'caption' | 'highlight' | 'enableSurface' | 'run' | ...;
data: unknown; // command args
}
```
The command-id-as-key convention means a message both *is* the intent and
*observes* the result. `move:done`, `focus:done`, etc. are the messages that
triggers match and orchestrators await.
## 4. handlers
There are three kinds of handler. All three consume messages and emit
messages; they differ in how they're declared and how they run.
| Handler | Declared | Runs | Purpose |
| --- | --- | --- | --- |
| **Trigger** | data (yaml) | synchronously on match | declarative reactive glue |
| **Orchestrator** | code (`main.ts`) | async, awaits | imperative flow |
| **Command host** | code (built-in) | on its message | atomic execution |
### triggers — declarative reactive glue
A trigger matches a message by `type` and named params, and emits messages in
response. It is declared as data, keyed by `role+type+id` like other defs, and
collision-checked the same way.
```yaml
role: trigger
type: tap
id: draw
match:
part: carcassonne:tile#a
trigger: draw
emit:
- move: { part: carcassonne:tile#a, to: /grid/5/5 }
- focus: { path: /grid/5/5 }
```
- `type` selects the message kind; `match` binds named params from the
payload (like a route's candidates).
- `emit` uses the command-id-as-key convention.
- Multiple triggers can match the same message — both fire, which is usually
what you want.
- A trigger is a **pre-registered handler**: it's a message consumer that
emits commands. An orchestrator can do the same thing imperatively with
`ctx.on(...)`.
### orchestrators — imperative async flow
An orchestrator is the code counterpart to a trigger: an async function that
emits messages and awaits matching ones. It is a proper TS module, declared
per folder as `main.ts` — unique per folder like `package.yaml`.
```ts
// main.ts
export const orchestrators = {
intro: async (ctx) => {
await ctx.focus({ path: '/deck' });
await ctx.caption({ text: 'Draw a tile' });
const tap = await ctx.wait({ type: 'tap', part: 'carcassonne:tile#a' });
await ctx.move({ part: tap.part, to: '/grid/5/5' });
},
};
```
- **An orchestrator is a long-running command.** It is a `Command` whose
`execute` awaits events instead of resolving immediately. It inherits the
run-context machinery — supersede groups, cancellation, tap subscription —
for free. No new lifecycle.
- **`main.ts` is executable code, loaded by the host, not the engine.** The
engine defines the contract (the orchestrator type and runner); the host
dynamically imports `main.ts` and hands the exported orchestrators to the
engine. The engine never imports user code.
- **Export shape.** `export const orchestrators = { intro, scoring }` keys
orchestrators by `type#id` like everything else, so they're addressable and
collision-checked the same way. A `default` export is the folder's primary
orchestrator.
- **Trigger control lives here.** The orchestrator toggles triggers at runtime
by their `type#id`:
```ts
ctx.enableTrigger('tap', 'draw');
ctx.disableTrigger('tap', 'draw');
```
Declaration is data; activation is code. The orchestrator owns game-flow
logic ("no more placements this turn" → disable the trigger), while the
trigger stays a dumb declarative mapping.
### command host — atomic execution
The command host is the built-in handler that runs a command message. It is the
interface `@tts/engine` defines and `@tts/tabletop` implements: it starts a run,
tracks its status, cancels it when superseded, and emits the `type:done`
result message (see `bgm-commands.md`). Commands are the **single mutation
path** — the only way state changes. Triggers and orchestrators never mutate
state directly; they emit command messages, and the host executes them.
## 5. solo-only
This design is **solo-only** — no multiplayer. Other players either don't
exist or are automated with an automata. An automata is just another message
consumer that emits commands: a stateful trigger or orchestrator. The engine
doesn't care whether a `tap` message came from a human or a bot decision —
same queue, same handlers. Solo-only simplifies the design: no network, no
sync, no authoritative-server concerns. "Other players" are just more message
producers.
## Open decisions
- **Loop protection.** A trigger that emits a command whose completion message
it also matches → infinite loop. Guard with "don't re-trigger on your own
emitted message" or a depth cap.
- **Command-completion messages.** Orchestrators' `await` and triggers' `match`
both depend on commands emitting a result message (`move:done`,
`focus:done`). This is a small addition to the `CommandRun.done` lifecycle
in `bgm-commands.md`.
- **`main.ts` loading.** The host dynamically imports `main.ts`; the exact
loading boundary (Vite dynamic import, error handling, HMR) is deferred to
implementation. The engine defines the orchestrator type; the host loads the
module and hands the exported orchestrators to the engine.