feat(battle-node): TurnEndHandler emits {turnState:0} to opponent only in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,4 +1,5 @@
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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@@ -16,15 +17,11 @@ internal sealed class TurnEndHandler : IFrameHandler
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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var te = BattleFrames.BuildTurnEndBroadcast();
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var jg = BattleFrames.BuildJudgeBroadcast();
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return new[]
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{
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new DispatchRoute(ctx.From, te, false),
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new DispatchRoute(ctx.Other, te, false),
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new DispatchRoute(ctx.From, jg, false),
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new DispatchRoute(ctx.Other, jg, false),
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};
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// Opponent sees {turnState}; receiving TurnEnd drives its SendJudge (handover gate).
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// battleCode/actionSeq/cemetery are dropped. The paired Judge{spin} is emitted by
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// JudgeHandler when the active player sends its own Judge frame.
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var te = ctx.Env with { Body = new TurnEndBody(TurnState: 0) };
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return new[] { new DispatchRoute(ctx.Other, te, false) };
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}
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if (ctx.Type == BattleType.Scripted)
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return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };
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@@ -518,7 +518,7 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Pvp_TurnEnd_from_A_in_BothAfterReady_broadcasts_TurnEnd_plus_Judge_to_both()
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public void Pvp_TurnEnd_from_A_emits_turnState_to_B_only()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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@@ -526,14 +526,11 @@ public class BattleSessionDispatchTests
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var routes = s.ComputeFrames(a, NewEnvelope(NetworkBattleUri.TurnEnd));
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Assert.That(routes.Count, Is.EqualTo(4));
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Assert.That(routes.Select(r => (r.Target, r.Frame.Uri)), Is.EquivalentTo(new[]
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{
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((IBattleParticipant)a, NetworkBattleUri.TurnEnd),
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((IBattleParticipant)b, NetworkBattleUri.TurnEnd),
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((IBattleParticipant)a, NetworkBattleUri.Judge),
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((IBattleParticipant)b, NetworkBattleUri.Judge),
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}));
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Assert.That(routes.Count, Is.EqualTo(1));
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Assert.That(routes[0].Target, Is.SameAs(b));
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Assert.That(routes[0].Frame.Uri, Is.EqualTo(NetworkBattleUri.TurnEnd));
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var body = (SVSim.BattleNode.Protocol.Bodies.TurnEndBody)routes[0].Frame.Body;
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Assert.That(body.TurnState, Is.EqualTo(0));
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}
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[Test]
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