refactor(battle-node): extract LoadedHandler
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -38,6 +38,7 @@ public sealed class BattleSession
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{
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{
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[NetworkBattleUri.InitNetwork] = new InitNetworkHandler(),
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[NetworkBattleUri.InitNetwork] = new InitNetworkHandler(),
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[NetworkBattleUri.InitBattle] = new InitBattleHandler(),
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[NetworkBattleUri.InitBattle] = new InitBattleHandler(),
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[NetworkBattleUri.Loaded] = new LoadedHandler(),
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};
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};
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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34
SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs
Normal file
34
SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs
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@@ -0,0 +1,34 @@
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class LoadedHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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{
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ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
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return Array.Empty<DispatchRoute>();
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}
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// case 6: general — BattleStart (per-perspective) + Deal to the sender.
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if (ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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{
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// A goes first deterministically (turnState 0); B goes second (turnState 1).
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var turnState = ReferenceEquals(ctx.From, ctx.A) ? 0 : 1;
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var r = new List<DispatchRoute>
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{
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new(ctx.From, ScriptedLifecycle.BuildBattleStart(
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ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, turnState), false),
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new(ctx.From, ScriptedLifecycle.BuildDeal(), false),
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};
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ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
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return r;
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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