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Session

Struct Session 

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pub struct Session {
    pub state: GameState,
    pub log: Vec<Event>,
}

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§state: GameState§log: Vec<Event>

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impl Session

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pub fn from_events( log: Vec<Event>, observers: &mut [&mut dyn EventObserver], ) -> Session

Start a session from a log (a fresh [GameStarted] or a loaded save). Observers see every event, replayed ones included, so derived consumers (telemetry, traces) rebuild for free.

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pub fn execute( &mut self, command: Command, observers: &mut [&mut dyn EventObserver], ) -> Result<&[Event], CommandError>

Validate + produce events, append them, fold them, notify observers. Returns the slice of newly produced events for presentation.

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