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

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