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