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

@@ -0,0 +1,18 @@
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// Per-participant progression through the v1 server-authored setup handshake. Each side advances
/// InitNetwork → InitBattle → Loaded → Swap → AfterReady as the session acks its emits. Tracked
/// per participant via <see cref="Participants.IHasHandshakePhase"/>; the session reads the
/// SENDER's phase (<see cref="Dispatch.FrameDispatchContext.SenderPhase"/>) to gate which setup
/// frame to author next. Distinct from the session-global <see cref="SessionLifecycle"/> — this is
/// one axis per side, that is one axis per battle.
/// </summary>
public enum HandshakePhase
{
AwaitingInitNetwork,
AwaitingInitBattle,
AwaitingLoaded,
AwaitingSwap,
AfterReady,
}