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>
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@@ -7,14 +7,14 @@ internal sealed class InitNetworkHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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if (ctx.SenderPhase != BattleSessionPhase.AwaitingInitNetwork)
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if (ctx.SenderPhase != HandshakePhase.AwaitingInitNetwork)
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return Array.Empty<DispatchRoute>();
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var routes = new List<DispatchRoute>
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{
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new(ctx.From, BattleFrames.BuildAck(NetworkBattleUri.InitNetwork), Stock.Bypass),
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};
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ctx.SenderPhase = BattleSessionPhase.AwaitingInitBattle;
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ctx.SenderPhase = HandshakePhase.AwaitingInitBattle;
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return routes;
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}
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}
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