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