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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@@ -19,7 +19,7 @@ namespace SVSim.BattleNode.Sessions.Participants;
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/// </summary>
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internal interface IHasHandshakePhase
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{
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BattleSessionPhase Phase { get; set; }
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HandshakePhase Phase { get; set; }
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}
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/// <summary>
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@@ -66,9 +66,9 @@ public sealed class RealParticipant : IBattleParticipant, IHasHandshakePhase
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/// because they never send the gating URIs. Also satisfies
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/// <see cref="IHasHandshakePhase"/> (the interface BattleSession uses to gate
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/// handshake dispatch without depending on the concrete RealParticipant type).</summary>
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internal BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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internal HandshakePhase Phase { get; set; } = HandshakePhase.AwaitingInitNetwork;
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BattleSessionPhase IHasHandshakePhase.Phase
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HandshakePhase IHasHandshakePhase.Phase
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{
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get => Phase;
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set => Phase = value;
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