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>
This commit is contained in:
gamer147
2026-06-05 08:20:56 -04:00
parent 9ff8948903
commit 2d32051cc0
11 changed files with 23 additions and 13 deletions

View File

@@ -14,10 +14,17 @@ internal sealed class FrameDispatchContext
internal required IBattleParticipant From { get; init; }
internal required IBattleParticipant Other { get; init; }
internal required MsgEnvelope Env { get; init; }
internal required BattleType Type { get; init; }
internal required string BattleId { get; init; }
internal required BattleSessionState State { get; init; }
/// <summary>The opponent is an AI-passive (ack-only) bot: it runs no handshake — no
/// <see cref="IHasHandshakePhase"/> — and receives no relayed frames (the client drives its own
/// AI; the server only acks). This is the participant property that replaces the per-handler
/// <c>BattleType.Bot</c> switch: the Bot dispatch arms gate on it. Its inverse — a live relay
/// peer — is what <see cref="BothSidesAfterReady"/> already implies (only real peers have a
/// handshake phase), so the relay arms need no separate opponent check.</summary>
internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase;
/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
internal HandshakePhase? SenderPhase
@@ -34,7 +41,10 @@ internal sealed class FrameDispatchContext
/// <summary>BOTH participants have finished the handshake. Reads A/B (not From/Other) so the
/// result is identical regardless of which side sent the frame. Contrast
/// <see cref="SenderIsAfterReady"/> (sender only).</summary>
/// <see cref="SenderIsAfterReady"/> (sender only). Only a live relay peer (real player) has a
/// handshake phase, so this can only be true in a two-real-player (PvP) session — the relay
/// dispatch arms gate on this instead of a <c>BattleType</c> check (an ack-only bot opponent,
/// <see cref="OpponentIsAckOnly"/>, can never satisfy it).</summary>
internal bool BothSidesAfterReady() =>
(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;