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

@@ -8,7 +8,7 @@ internal sealed class LoadedHandler : IFrameHandler
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
{
ctx.SenderPhase = HandshakePhase.AwaitingSwap;
return Array.Empty<DispatchRoute>();