Group the bgm spec cluster under docs/bgm and move dev logs and plans under docs/status, add an overview index, and update cross-references in the docs, README, and source comments.
9.6 KiB
bgm-engine
The message layer that drives bgm board games, built into
@tts/engine. 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 handlers (who reacts). Command execution — the async
lifecycle, run contexts, and tap interaction — is specified in
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 the handler 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, the handler registry, Trigger,
Orchestrator, and RunContext.
@tts/tabletop is one consumer of that contract: it
registers 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 the handler registry. 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 is dispatched to the handlers registered for its type; a
handler may emit new messages in response.
Messages are a discriminated union on type. The engine defines the
generic shapes; the host's concrete union extends them with its own command
types.
interface TapMessage {
type: 'tap';
data: TapEvent; // part, position, trigger
}
interface CommandMessage<Name extends string, Args> {
type: Name;
data: Args;
}
A message is identified by type, 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, 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, auseFramedrivestick(). - 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
A handler suspends on await ctx.wait(pred) 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 commands.md §4).
interface TapMessage {
type: 'tap';
data: TapEvent;
}
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 result message. A command's result is a discriminated union on the type suffix, carrying the terminal state:
type CommandResult<Name extends string, R = void> =
| { type: `${Name}:done`; data: R }
| { type: `${Name}:cancel` }
| { type: `${Name}:error`; error: Error };
// e.g. move:done { data: MoveResult } | move:cancel | move:error
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. A cancelled command emits :cancel, an
errored one :error — a trigger matching move:done does not fire on a
cancel.
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 | code (built-in) | async, 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.
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 }
typeselects the message kind;matchbinds named params from the payload (like a route's candidates).emituses 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.
// main.ts
export default async function main(ctx: RunContext): Promise<void> {
await ctx.focus({ path: '/deck' });
await ctx.caption({ text: 'Draw a tile' });
const tap = await ctx.wait((m) => m.type === 'tap');
await ctx.move({ part: tap.data.part, to: '/grid/5/5' });
}
-
main.tsis executable code, loaded by the host, not the engine. The engine defines the contract (the orchestrator type and runner); the host dynamically importsmain.tsand hands the exported orchestrator to the engine. The engine never imports user code. -
A default export async function.
main.tsexports a single async function as its default export, taking theRunContext. It is the folder's orchestrator. -
Trigger control lives here. The orchestrator toggles triggers at runtime by their
type#id: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.
commands — atomic execution
A command is an async function, the same shape as an orchestrator. It takes a
RunContext (with its args), returns its result, and throws on error. The
engine wraps it: it builds the context from the message, runs the function, and
emits the result message — :done on resolve, :cancel on abort, :error on
throw.
type Command<Args, Result> = (ctx: RunContext & { args: Args }) => Promise<Result>;
Commands are the single mutation path — the only way state changes. Triggers and orchestrators never mutate state directly; they emit command messages, and the command handlers execute them.
5. run context
Every handler runs against a RunContext, the handle to everything it can
affect and the unit of cancellation.
interface RunContext {
signal: AbortSignal; // cancellation: superseded, skipped, surface disabled
emit(msg: Message): void;
wait(pred: (m: Message) => boolean): Promise<Message>; // rejects on abort
enableTrigger(type: string, id?: string): void;
disableTrigger(type: string, id?: string): void;
}
- Cancellation is an
AbortSignal. A superseded command or a disabled surface aborts the signal; awaitrejects on abort, and the command's:cancelresult is emitted. - Errors are thrown. A command that throws emits
:error; an orchestrator that throws surfaces loudly. - Commands and orchestrators are the same shape: an async function taking the
context. An orchestrator is a command that returns
voidand is never awaited by a parent.
6. 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
main.tsloading. The host dynamically importsmain.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 orchestrator to the engine.