refactor(battlenode): key dispatch on OpponentIsAckOnly, drop per-frame BattleType switch
Behavior-identical; 231 BattleNode tests green with ZERO test changes. The 10 handler arms no longer switch on BattleType: - 4 Bot arms gate on the new FrameDispatchContext.OpponentIsAckOnly (Other is not IHasHandshakePhase) — the participant property the audit asked for. - 6 relay arms drop the Type == Pvp guard; it was redundant with BothSidesAfterReady() (only a two-real-player session has both handshake phases). Its doc now records that. - FrameDispatchContext.Type removed (+ the Type = Type in BuildContext). BattleSession.Type stays for the session-level drop cascade. Zero test churn because the stubs already encode the split: FakeRealParticipant/ProbeParticipant implement IHasHandshakePhase, the bot stub FakeParticipant doesn't, and NewBotSession uses it as the opponent. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -71,7 +71,7 @@ public sealed class BattleSession
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new()
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{
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A = A, B = B, From = from, Other = ReferenceEquals(from, A) ? B : A,
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Env = env, Type = Type, BattleId = BattleId, State = _state,
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Env = env, BattleId = BattleId, State = _state,
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};
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public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
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@@ -14,10 +14,17 @@ internal sealed class FrameDispatchContext
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internal required IBattleParticipant From { get; init; }
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internal required IBattleParticipant Other { get; init; }
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internal required MsgEnvelope Env { get; init; }
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internal required BattleType Type { get; init; }
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internal required string BattleId { get; init; }
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internal required BattleSessionState State { get; init; }
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/// <summary>The opponent is an AI-passive (ack-only) bot: it runs no handshake — no
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/// <see cref="IHasHandshakePhase"/> — and receives no relayed frames (the client drives its own
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/// AI; the server only acks). This is the participant property that replaces the per-handler
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/// <c>BattleType.Bot</c> switch: the Bot dispatch arms gate on it. Its inverse — a live relay
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/// peer — is what <see cref="BothSidesAfterReady"/> already implies (only real peers have a
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/// handshake phase), so the relay arms need no separate opponent check.</summary>
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internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase;
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/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
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/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
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internal HandshakePhase? SenderPhase
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@@ -34,7 +41,10 @@ internal sealed class FrameDispatchContext
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/// <summary>BOTH participants have finished the handshake. Reads A/B (not From/Other) so the
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/// result is identical regardless of which side sent the frame. Contrast
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/// <see cref="SenderIsAfterReady"/> (sender only).</summary>
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/// <see cref="SenderIsAfterReady"/> (sender only). Only a live relay peer (real player) has a
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/// handshake phase, so this can only be true in a two-real-player (PvP) session — the relay
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/// dispatch arms gate on this instead of a <c>BattleType</c> check (an ack-only bot opponent,
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/// <see cref="OpponentIsAckOnly"/>, can never satisfy it).</summary>
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internal bool BothSidesAfterReady() =>
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(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
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@@ -13,7 +13,7 @@ internal sealed class EchoHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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if (ctx.BothSidesAfterReady())
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{
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var orderList = (ctx.Env.Body as RawBody)?.Entries.GetValueOrDefault(WireKeys.OrderList);
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ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
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@@ -8,7 +8,7 @@ internal sealed class InitBattleHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 2: Bot — ack only, NO Matched (Matched would corrupt client opponent info).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
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if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
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{
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var r = new List<DispatchRoute>
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{
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@@ -15,7 +15,7 @@ internal sealed class JudgeHandler : IFrameHandler
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// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
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// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
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// battleCode is dropped; spin=0 for the deterministic-turn slice.
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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if (ctx.BothSidesAfterReady())
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{
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var frame = ctx.Env with { Body = new JudgeBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.From, frame, Stock.Normal) };
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@@ -8,7 +8,7 @@ internal sealed class LoadedHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
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if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
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{
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ctx.SenderPhase = HandshakePhase.AwaitingSwap;
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return Array.Empty<DispatchRoute>();
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@@ -14,7 +14,7 @@ internal sealed class PlayActionsHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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if (ctx.Type != BattleType.Pvp || !ctx.BothSidesAfterReady())
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if (!ctx.BothSidesAfterReady())
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return Array.Empty<DispatchRoute>();
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var entries = (ctx.Env.Body as RawBody)?.Entries ?? new Dictionary<string, object?>();
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@@ -9,7 +9,7 @@ internal sealed class TurnEndActionsHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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if (ctx.BothSidesAfterReady())
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{
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var frame = ctx.Env with { Body = new RawBody(new Dictionary<string, object?>()) };
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return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
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@@ -7,7 +7,7 @@ internal sealed class TurnEndFinalHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 4: Bot — Judge to sender only.
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if (ctx.Type == BattleType.Bot && ctx.SenderIsAfterReady)
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if (ctx.OpponentIsAckOnly && ctx.SenderIsAfterReady)
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return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
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// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
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@@ -8,14 +8,14 @@ internal sealed class TurnEndHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 4: Bot — Judge to sender only (no real opponent; client flips back to its local AI).
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if (ctx.Type == BattleType.Bot && ctx.SenderIsAfterReady)
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if (ctx.OpponentIsAckOnly && ctx.SenderIsAfterReady)
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return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
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// case 8: general AfterReady arm — PvP forwards a {turnState} TurnEnd to the opponent
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// (handover gate). Any non-Pvp non-Bot type that reaches AfterReady consumes the frame.
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if (ctx.SenderIsAfterReady)
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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if (ctx.BothSidesAfterReady())
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{
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// Opponent sees {turnState}; receiving TurnEnd drives ITS SendJudge (handover gate):
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// the opponent (the turn taker-over) then sends a Judge, which JudgeHandler reflects
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@@ -10,7 +10,7 @@ internal sealed class TurnStartHandler : IFrameHandler
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{
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// PvP: the active player's TurnStart{orderList} is dropped; the opponent receives {spin}
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// (spin=0 for the deterministic-turn slice) and self-generates its turn-open.
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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if (ctx.BothSidesAfterReady())
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{
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var frame = ctx.Env with { Body = new OpponentTurnStartBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
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