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

@@ -103,7 +103,7 @@ public class BattleSessionDispatchConcurrencyTests
private readonly ConcurrencyDetector _detector;
public long ViewerId { get; }
public MatchContext Context { get; }
public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public HandshakePhase Phase { get; set; } = HandshakePhase.AwaitingInitNetwork;
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
public ProbeParticipant(long viewerId, MatchContext context, ConcurrencyDetector detector)