wip: Campaign LA LA2 probe mode + idle policy — INCOMPLETE, stopped mid-task

Agent was stopped for token budget. Landed here: probe flag through
LiveSessionConnectOptions + the StartCore short-circuit, the mode field
with JsonRequired-to-semantic-validation move, host exit-code mapping,
and 34 passing tests including 3 new probe tests (agent last reported
green before the stop). NOT DONE: the idle-policy unit tests (next
step), full-suite verification, and the WSL run.

Build/test state UNVERIFIED at this commit. Next session: finish idle
policy tests, run Runtime+Headless Release suites Windows and WSL, then
dispatch the Opus dual-lens review.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-14 16:33:00 +02:00
parent 498f1c1182
commit c601942467
14 changed files with 830 additions and 35 deletions

View file

@ -46,11 +46,33 @@ internal sealed record HeadlessSessionDescriptor
[JsonRequired]
public string Account { get; init; } = string.Empty;
[JsonRequired]
public HeadlessCharacterSelector Character { get; init; } = new();
/// <summary>
/// Campaign LA slice LA2: ABSENT (<see langword="null"/>) for normal play
/// sessions; <see cref="HeadlessSessionMode.Probe"/> for the LA2 probe
/// (connect → characterList → graceful disconnect, never EnterWorld) —
/// the pinned launch-contract schema's <c>mode</c> field
/// (<c>docs/plans/2026-08-14-launcher-campaign.md</c> LA1/LA2).
/// <see cref="Character"/>/<see cref="Policy"/> requiredness depends on
/// this value, which is why their requiredness lives in
/// <see cref="HeadlessConfigurationLoader"/>'s semantic validation rather
/// than a <c>[JsonRequired]</c> attribute — that attribute fires during
/// deserialization, before <see cref="Mode"/> can be inspected at all.
/// </summary>
public HeadlessSessionMode? Mode { get; init; }
[JsonRequired]
public HeadlessBotPolicyDescriptor Policy { get; init; } = new();
/// <summary>
/// Required for play sessions (<see cref="Mode"/> absent); MUST be
/// omitted for probe sessions (<see cref="HeadlessSessionMode.Probe"/>) —
/// the pinned contract keeps the shape unambiguous by forbidding a probe
/// session from also declaring a selector. Enforced by
/// <see cref="HeadlessConfigurationLoader.ValidateSession"/>, not
/// <c>[JsonRequired]</c> (see this record's own doc on <see cref="Mode"/>).
/// </summary>
public HeadlessCharacterSelector? Character { get; init; }
/// <summary>Same mode-dependent requiredness as <see cref="Character"/>:
/// required for play sessions, forbidden for probe sessions.</summary>
public HeadlessBotPolicyDescriptor? Policy { get; init; }
[JsonRequired]
public HeadlessCredentialReference Credential { get; init; } = new();
@ -140,6 +162,19 @@ internal sealed class HeadlessBotPolicyDescriptor
public HeadlessBotPolicyRole? Role { get; init; }
}
/// <summary>
/// Campaign LA slice LA2: see <see cref="HeadlessSessionDescriptor.Mode"/>.
/// The pinned launch-contract schema defines exactly two states for a
/// session — ABSENT (mapped to <see langword="null"/>, meaning "play") or
/// the literal string <c>"probe"</c> — so <see cref="Probe"/> is the only
/// member; there is no explicit "play" spelling.
/// </summary>
[JsonConverter(typeof(JsonStringEnumConverter<HeadlessSessionMode>))]
internal enum HeadlessSessionMode
{
Probe,
}
/// <summary>See <see cref="HeadlessBotPolicyDescriptor.Role"/>.</summary>
[JsonConverter(typeof(JsonStringEnumConverter<HeadlessBotPolicyRole>))]
internal enum HeadlessBotPolicyRole

View file

@ -182,6 +182,57 @@ internal static class HeadlessConfigurationLoader
$"Session '{session.Id}' requires a non-empty account.");
}
ValidateModeShape(session);
if (session.Credential is null
|| string.IsNullOrWhiteSpace(session.Credential.Reference))
{
throw new HeadlessConfigurationException(
$"Session '{session.Id}' requires a credential reference.");
}
ValidateCharacterOptions(session);
ValidateLaunchContractFields(session);
}
/// <summary>
/// Campaign LA slice LA2: mode-dependent requiredness for
/// <see cref="HeadlessSessionDescriptor.Character"/>/
/// <see cref="HeadlessSessionDescriptor.Policy"/> — this REPLACES the
/// former `[JsonRequired]` attributes on both properties (which fired
/// unconditionally at deserialize time, before a probe session's
/// omission could ever be distinguished from a play session's mistake).
/// A play session (mode absent) keeps EXACTLY today's strictness: a
/// missing/malformed character selector or a missing policy id still
/// fails load, just via <see cref="HeadlessConfigurationException"/>
/// naming the field instead of a raw <see cref="JsonException"/> citing
/// "missing required properties" — same exit code (3,
/// <c>HeadlessExitCode.ConfigurationError</c>) either way, more specific
/// text now (an accepted improvement, not a contract change). A probe
/// session (mode "probe") must OMIT both fields entirely — the pinned
/// contract keeps the shape unambiguous by rejecting a probe session
/// that also declares a selector or a policy, rather than silently
/// ignoring them.
/// </summary>
private static void ValidateModeShape(HeadlessSessionDescriptor session)
{
if (session.Mode == HeadlessSessionMode.Probe)
{
if (session.Character is not null)
{
throw new HeadlessConfigurationException(
$"Session '{session.Id}' has mode \"probe\" and must omit "
+ "'character' — a probe never selects a character.");
}
if (session.Policy is not null)
{
throw new HeadlessConfigurationException(
$"Session '{session.Id}' has mode \"probe\" and must omit "
+ "'policy' — a probe never drives a bot policy.");
}
return;
}
if (session.Character is null)
{
throw new HeadlessConfigurationException(
@ -206,16 +257,6 @@ internal static class HeadlessConfigurationLoader
throw new HeadlessConfigurationException(
$"Session '{session.Id}' requires a non-empty policy id.");
}
if (session.Credential is null
|| string.IsNullOrWhiteSpace(session.Credential.Reference))
{
throw new HeadlessConfigurationException(
$"Session '{session.Id}' requires a credential reference.");
}
ValidateCharacterOptions(session);
ValidateLaunchContractFields(session);
}
/// <summary>

View file

@ -200,6 +200,22 @@ internal sealed class HeadlessProcessHost : IDisposable
foreach (HeadlessSessionHost session in _sessions)
{
RuntimeSessionStartResult started = session.Start();
// Campaign LA slice LA2: ProbeComplete is a SUCCESS variant, not
// a connection failure — the session already connected, reported
// its roster, and gracefully disconnected before EnterWorld (see
// LiveSessionController's probe short-circuit). Continue to the
// next configured session instead of returning ConnectionError,
// so a probe session sharing a process with play sessions never
// tears the others down. ProbeHeadlessBotPolicy already reports
// IsComplete, so the scheduler below skips this session entirely.
if (started.Status == RuntimeSessionStartStatus.ProbeComplete)
{
_diagnostics.Lifecycle(
session.SessionId,
"probed",
session.Runtime);
continue;
}
if (started.Status != RuntimeSessionStartStatus.Connected)
{
if (started.Error is { } error)

View file

@ -319,7 +319,7 @@ internal sealed class HeadlessSessionHost : IDisposable
// doc). Gating on role keeps two sessions
// writing the SAME field from ever racing —
// only one role ever writes it.
if (descriptor.Policy.Role
if (descriptor.Policy?.Role
== HeadlessBotPolicyRole.Recruit
&& gateCoordinator is not null)
{
@ -366,13 +366,24 @@ internal sealed class HeadlessSessionHost : IDisposable
hostLease = runtime.AcquireHostLease(
$"headless:{descriptor.Id}");
// Campaign LA slice LA2: a probe session's descriptor carries no
// `policy` at all (the loader rejects the opposite pairing) — a
// probe never reaches TrySelectCharacter/EnterWorld, so there is
// no policy id to switch on. ProbeHeadlessBotPolicy reports
// IsComplete unconditionally so HeadlessProcessScheduler treats
// this session as already finished the instant it is
// constructed, letting the scheduler's Run() loop return
// immediately for a probe-only process instead of waiting for
// SIGINT.
policy = policyOverride
?? HeadlessBotPolicyFactory.Create(
descriptor.Policy,
runtime,
() => _pendingConfirmation,
RespondToConfirmation,
gateCoordinator);
?? (descriptor.Mode == HeadlessSessionMode.Probe
? new ProbeHeadlessBotPolicy()
: HeadlessBotPolicyFactory.Create(
descriptor.Policy!,
runtime,
() => _pendingConfirmation,
RespondToConfirmation,
gateCoordinator));
policySubscription = runtime.Subscribe(policy);
diagnostics.Lifecycle(
descriptor.Id,
@ -636,11 +647,18 @@ internal sealed class HeadlessSessionHost : IDisposable
_stoppedGeneration);
// Campaign LA slice LA1: "exited" = terminal — the sole
// point every disposal path (graceful and post-
// quarantine) converges on.
// quarantine) converges on. LA2: a probe session that
// never faulted reports reason "probe" here instead of
// "disposed" — the pinned contract's exit event for a
// successful probe.
_statusWriter.Exited(
_descriptor.Id,
_faulted ? 1 : 0,
_faulted ? "fault" : "disposed");
_faulted
? "fault"
: _descriptor.Mode == HeadlessSessionMode.Probe
? "probe"
: "disposed");
_disposeStage++;
_disposed = true;
break;
@ -717,7 +735,8 @@ internal sealed class HeadlessSessionHost : IDisposable
_descriptor.Endpoint.Port,
_descriptor.Account,
password,
MapCharacterSelector(_descriptor.Character));
MapCharacterSelector(_descriptor.Character),
Probe: _descriptor.Mode == HeadlessSessionMode.Probe);
LiveSessionStartResult result = _liveSession.Start(options);
if (result.Selection is { } selection)
_accountName = selection.AccountName;
@ -964,12 +983,19 @@ internal sealed class HeadlessSessionHost : IDisposable
return declared;
}
private static LiveSessionCharacterSelector MapCharacterSelector(
HeadlessCharacterSelector selector) =>
new(
selector.Index,
selector.Id,
selector.Name);
/// <summary>Campaign LA slice LA2: <see langword="null"/> for a probe
/// session (the loader guarantees <c>Character</c> is omitted whenever
/// <c>Mode</c> is <see cref="HeadlessSessionMode.Probe"/>) — a probe
/// never reaches <c>TrySelectCharacter</c>, so "no selector configured"
/// is the correct, harmless mapping.</summary>
private static LiveSessionCharacterSelector? MapCharacterSelector(
HeadlessCharacterSelector? selector) =>
selector is null
? null
: new(
selector.Index,
selector.Id,
selector.Name);
private RuntimeSessionStartResult Convert(
LiveSessionStartResult result)
@ -988,6 +1014,8 @@ internal sealed class HeadlessSessionHost : IDisposable
RuntimeSessionStartStatus.Deferred,
LiveSessionStartStatus.Failed =>
RuntimeSessionStartStatus.Failed,
LiveSessionStartStatus.ProbeComplete =>
RuntimeSessionStartStatus.ProbeComplete,
_ => throw new ArgumentOutOfRangeException(
nameof(result),
result.Status,

View file

@ -100,6 +100,21 @@ internal static class HeadlessBotPolicyFactory
}
}
/// <summary>
/// Campaign LA slice LA2: the "idle" consumer policy id — the session enters
/// world (unchanged <see cref="HeadlessSessionHost"/> start/select/EnterWorld
/// path) and then does nothing actively: no chat, no movement, no combat.
/// <see cref="IsComplete"/> is permanently <see langword="false"/>, so
/// <see cref="HeadlessProcessScheduler"/> keeps ticking the session
/// (harmlessly — <see cref="Tick"/> and every delta handler below are no-ops)
/// until the process is stopped (SIGINT/cancellation) or disposed; teardown
/// then rides <see cref="HeadlessSessionHost.Dispose"/>'s existing graceful
/// stop/logout path — the same mechanism K4's endurance gate already proved.
/// No <see cref="HeadlessBotPolicyDescriptor.Role"/> is required. This class
/// predates LA2 (introduced at K1 as dev/test scaffolding); LA2 formalizes it
/// as the documented headless "just sit in world" play policy and adds
/// focused coverage in <c>HeadlessBotPolicyTests</c>.
/// </summary>
internal sealed class IdleHeadlessBotPolicy : IHeadlessBotPolicy
{
public bool IsComplete => false;
@ -149,6 +164,70 @@ internal sealed class IdleHeadlessBotPolicy : IHeadlessBotPolicy
}
}
/// <summary>
/// Campaign LA slice LA2: the policy substituted (never selected via
/// <see cref="HeadlessBotPolicyFactory.Create"/> — a probe session's
/// descriptor carries no <c>policy</c> id at all) for a
/// <see cref="HeadlessSessionMode.Probe"/> session. <see cref="IsComplete"/>
/// is <see langword="true"/> from construction, BEFORE
/// <see cref="HeadlessSessionHost.Start"/> even runs, so
/// <see cref="HeadlessProcessScheduler"/> never dispatches a tick to this
/// session — a probe session's <see cref="AcDream.Runtime.Session.WorldSession"/>
/// is already gracefully torn down by
/// <see cref="AcDream.Runtime.Session.LiveSessionController"/>'s probe
/// short-circuit by the time the scheduler would otherwise look at it, and a
/// single-session probe process's <c>Run()</c> loop returns immediately
/// instead of waiting for SIGINT.
/// </summary>
internal sealed class ProbeHeadlessBotPolicy : IHeadlessBotPolicy
{
public bool IsComplete => true;
public void Tick(
IGameRuntimeView view,
IGameRuntimeCommands commands)
{
ArgumentNullException.ThrowIfNull(view);
ArgumentNullException.ThrowIfNull(commands);
}
public void OnLifecycle(in RuntimeLifecycleDelta delta)
{
}
public void OnCommand(in RuntimeCommandDelta delta)
{
}
public void OnEntity(in RuntimeEntityDelta delta)
{
}
public void OnInventory(in RuntimeInventoryDelta delta)
{
}
public void OnChat(in RuntimeChatDelta delta)
{
}
public void OnMovement(in RuntimeMovementDelta delta)
{
}
public void OnPortal(in RuntimePortalDelta delta)
{
}
public void OnCombat(in RuntimeCombatDelta delta)
{
}
public void Dispose()
{
}
}
/// <summary>
/// Explicit connected-gate policy: wait for the local player, issue one
/// harmless local-speech command and one lifestone recall, reconnect after

View file

@ -27,6 +27,14 @@ public enum RuntimeSessionStartStatus
Failed,
Inactive,
StaleGeneration,
/// <summary>
/// Campaign LA slice LA2: mirrors
/// <see cref="Session.LiveSessionStartStatus.ProbeComplete"/> — a probe
/// session connected, reported its roster, and gracefully disconnected
/// before EnterWorld. A SUCCESS outcome for the headless process host's
/// exit-code mapping, not a failure.
/// </summary>
ProbeComplete,
}
public readonly record struct RuntimeSessionStartResult(

View file

@ -13,7 +13,23 @@ public sealed record LiveSessionConnectOptions(
int Port,
string User,
string Password,
LiveSessionCharacterSelector? Character = null);
LiveSessionCharacterSelector? Character = null,
/// <summary>
/// Campaign LA slice LA2: short-circuits
/// <see cref="LiveSessionController"/>'s connect transaction right after
/// the roster report (before <c>TrySelectCharacter</c>/
/// <c>ApplySelectedCharacter</c>/<c>EnterWorld</c>) — connect, receive
/// <c>CharacterList</c>, report the roster, gracefully disconnect via the
/// same <c>StopCore</c> teardown the <see cref="LiveSessionStartStatus.NoCharacters"/>
/// path already uses, and return
/// <see cref="LiveSessionStartStatus.ProbeComplete"/>. The pinned launch
/// contract (<c>docs/plans/2026-08-14-launcher-campaign.md</c> LA1's
/// <c>mode</c> field) requires a probe session to omit both
/// <see cref="Character"/> and its policy entirely, but the controller
/// itself does not enforce that pairing — the headless config loader
/// does, before a <see cref="LiveSessionConnectOptions"/> is ever built.
/// </summary>
bool Probe = false);
public interface IRuntimeLiveSessionFramePhase
{

View file

@ -13,6 +13,14 @@ public enum LiveSessionStartStatus
Connected,
Deferred,
Failed,
/// <summary>
/// Campaign LA slice LA2: a <see cref="LiveSessionConnectOptions.Probe"/>
/// session connected, received (and reported) the character roster, and
/// gracefully disconnected BEFORE selection/EnterWorld — deliberately a
/// SUCCESS variant of the <see cref="NoCharacters"/> early-exit shape
/// (same <c>StopCore</c> teardown), not a failure.
/// </summary>
ProbeComplete,
}
public readonly record struct LiveSessionOwnershipSnapshot(
@ -647,6 +655,24 @@ public sealed class LiveSessionController
return new LiveSessionStartResult(LiveSessionStartStatus.Deferred);
}
// Campaign LA slice LA2: the probe short-circuit lands here —
// right after the roster report, before TrySelectCharacter ever
// runs — so a probe session never reaches selection,
// ApplySelectedCharacter, or EnterWorld. This mirrors the
// NoCharacters early-exit immediately below (same StopCore
// teardown), the deliberate difference being the returned status
// is a SUCCESS, not a failure. Non-probe callers (options.Probe
// is false by default) fall straight through to the unchanged
// selection/enter path below — byte-identical to pre-LA2
// behavior.
if (options.Probe)
{
Console.WriteLine(
"live: probe complete — disconnecting before EnterWorld");
StopCore();
return new LiveSessionStartResult(LiveSessionStartStatus.ProbeComplete);
}
if (characters is null
|| !TrySelectCharacter(
characters,

View file

@ -316,6 +316,8 @@ public sealed class LiveSessionHost : IRuntimeSessionCommands
RuntimeSessionStartStatus.Deferred,
LiveSessionStartStatus.Failed =>
RuntimeSessionStartStatus.Failed,
LiveSessionStartStatus.ProbeComplete =>
RuntimeSessionStartStatus.ProbeComplete,
_ => throw new ArgumentOutOfRangeException(
nameof(result),
result.Status,