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 +1,15 @@
namespace SVSim.BattleNode.Sessions;
/// <summary>
/// Session-global lifecycle. A battle stays <see cref="Active"/> until a terminal event — a lethal
/// TurnEndFinal, a Retire/Kill, or the disconnect drop cascade — flips it to <see cref="Terminal"/>,
/// after which the drop cascade will not synthesize another BattleFinish. Distinct from the
/// per-participant <see cref="HandshakePhase"/> (which side reached which setup step); this is one
/// axis per battle. Only these two states are load-bearing — the handshake progression lives on the
/// other enum.
/// </summary>
public enum SessionLifecycle
{
Active,
Terminal,
}