refactor(battlenode): split BattleSessionPhase into HandshakePhase + SessionLifecycle

Behavior-preserving; 231 BattleNode tests green.

One enum conflated two axes. Split:
- HandshakePhase (per participant): AwaitingInitNetwork..AfterReady. On
  IHasHandshakePhase.Phase, FrameDispatchContext.SenderPhase, the handler gates.
- SessionLifecycle (per battle): Active | Terminal. On the renamed
  BattleSessionState.Lifecycle (was SessionPhase, defaulting to a handshake value)
  and BattleSession.Lifecycle (was Phase). Reads are only != Terminal, so the
  Active default is behavior-identical.

OpponentTurn was dead (never assigned) -> dropped. BattleSessionPhase deleted; the
two axes can no longer be cross-assigned.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 07:21:59 -04:00
parent 7d4da69f22
commit 3e8901eec3
17 changed files with 82 additions and 65 deletions

View File

@@ -38,7 +38,7 @@ public sealed class BattleSession
public BattleType Type { get; }
public IBattleParticipant A { get; }
public IBattleParticipant B { get; }
public BattleSessionPhase Phase => _state.SessionPhase;
public SessionLifecycle Lifecycle => _state.Lifecycle;
// Per-URI dispatch table. All 14 inbound URIs are registered (Tasks 5-14); unknown
// URIs are dropped with a LogDebug in ComputeFrames.
@@ -104,7 +104,7 @@ public sealed class BattleSession
var first = await Task.WhenAny(aTask, bTask).ConfigureAwait(false);
var survivor = first == aTask ? B : A;
if (Phase != BattleSessionPhase.Terminal)
if (Lifecycle != SessionLifecycle.Terminal)
{
// Involuntary drop (no graceful Retire): synthesize BattleFinish(DisconnectWin)
// to survivor. DisconnectWin=201 → client renders "opponent disconnected" →
@@ -121,7 +121,7 @@ public sealed class BattleSession
"BattleSession {Bid}: failed to push BattleFinish to survivor (their WS may also be closed)",
BattleId);
}
_state.SessionPhase = BattleSessionPhase.Terminal;
_state.Lifecycle = SessionLifecycle.Terminal;
}
cts.Cancel(); // unblock the survivor's RunAsync read loop
@@ -202,8 +202,8 @@ public sealed class BattleSession
if (Handlers.TryGetValue(env.Uri, out var handler))
return handler.Handle(BuildContext(from, env));
_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in phase={Phase} from vid={Vid}",
BattleId, env.Uri, Phase, from.ViewerId);
_log.LogDebug("BattleSession {Bid}: dropping uri={Uri} in lifecycle={Lifecycle} from vid={Vid}",
BattleId, env.Uri, Lifecycle, from.ViewerId);
return Array.Empty<DispatchRoute>();
}