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

@@ -8,7 +8,7 @@ internal sealed class SwapHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
if (ctx.SenderPhase != BattleSessionPhase.AwaitingSwap)
if (ctx.SenderPhase != HandshakePhase.AwaitingSwap)
return Array.Empty<DispatchRoute>();
var routes = new List<DispatchRoute>();
@@ -17,7 +17,7 @@ internal sealed class SwapHandler : IFrameHandler
// SwapResponse is always immediate — completes the sender's own mulligan UI.
routes.Add(new DispatchRoute(ctx.From, ServerBattleFrames.BuildSwapResponse(hand), Stock.Normal));
ctx.State.PostSwapHands[ctx.From] = hand;
ctx.SenderPhase = BattleSessionPhase.AfterReady;
ctx.SenderPhase = HandshakePhase.AfterReady;
// Release Ready to every swapper once all handshake-driving participants have swapped.
// IHasHandshakePhase membership IS the "participates in mulligan" set.