feat(battle-node): TurnEndHandler emits {turnState:0} to opponent only in PvP

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 18:07:44 -04:00
parent 6e85a6b2db
commit 3c8a00c928
2 changed files with 12 additions and 18 deletions

View File

@@ -1,4 +1,5 @@
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
@@ -16,15 +17,11 @@ internal sealed class TurnEndHandler : IFrameHandler
{
if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
{
var te = BattleFrames.BuildTurnEndBroadcast();
var jg = BattleFrames.BuildJudgeBroadcast();
return new[]
{
new DispatchRoute(ctx.From, te, false),
new DispatchRoute(ctx.Other, te, false),
new DispatchRoute(ctx.From, jg, false),
new DispatchRoute(ctx.Other, jg, false),
};
// Opponent sees {turnState}; receiving TurnEnd drives its SendJudge (handover gate).
// battleCode/actionSeq/cemetery are dropped. The paired Judge{spin} is emitted by
// JudgeHandler when the active player sends its own Judge frame.
var te = ctx.Env with { Body = new TurnEndBody(TurnState: 0) };
return new[] { new DispatchRoute(ctx.Other, te, false) };
}
if (ctx.Type == BattleType.Scripted)
return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };

View File

@@ -518,7 +518,7 @@ public class BattleSessionDispatchTests
}
[Test]
public void Pvp_TurnEnd_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
public void Pvp_TurnEnd_from_A_emits_turnState_to_B_only()
{
var (s, a, b) = NewPvpSession();
DriveToAfterReady(s, a);
@@ -526,14 +526,11 @@ public class BattleSessionDispatchTests
var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
Assert.That(routes.Count, Is.EqualTo(4));
Assert.That(routes.Select(r => (r.Target, r.Frame.Uri)), Is.EquivalentTo(new[]
{
((IBattleParticipant)a, NetworkBattleUri.TurnEnd),
((IBattleParticipant)b, NetworkBattleUri.TurnEnd),
((IBattleParticipant)a, NetworkBattleUri.Judge),
((IBattleParticipant)b, NetworkBattleUri.Judge),
}));
Assert.That(routes.Count, Is.EqualTo(1));
Assert.That(routes[0].Target, Is.SameAs(b));
Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
var body = (SVSim.BattleNode.Protocol.Bodies.TurnEndBody)routes[0].Frame.Body;
Assert.That(body.TurnState, Is.EqualTo(0));
}
[Test]