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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@@ -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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