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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@@ -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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