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