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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SVSim.BattleNode/Sessions/HandshakePhase.cs
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SVSim.BattleNode/Sessions/HandshakePhase.cs
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namespace SVSim.BattleNode.Sessions;
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/// <summary>
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/// Per-participant progression through the v1 server-authored setup handshake. Each side advances
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/// InitNetwork → InitBattle → Loaded → Swap → AfterReady as the session acks its emits. Tracked
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/// per participant via <see cref="Participants.IHasHandshakePhase"/>; the session reads the
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/// SENDER's phase (<see cref="Dispatch.FrameDispatchContext.SenderPhase"/>) to gate which setup
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/// frame to author next. Distinct from the session-global <see cref="SessionLifecycle"/> — this is
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/// one axis per side, that is one axis per battle.
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/// </summary>
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public enum HandshakePhase
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{
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AwaitingInitNetwork,
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AwaitingInitBattle,
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AwaitingLoaded,
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AwaitingSwap,
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AfterReady,
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}
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