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

@@ -97,7 +97,7 @@ public class RealParticipantTests
var p = new RealParticipant(ws, viewerId: 1, FixtureCtx(),
NullLogger<RealParticipant>.Instance);
Assert.That(p.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.BattleSessionPhase.AwaitingInitNetwork));
Assert.That(p.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.HandshakePhase.AwaitingInitNetwork));
}
[Test]
@@ -108,9 +108,9 @@ public class RealParticipantTests
NullLogger<RealParticipant>.Instance);
// Setter is `internal`; SVSim.UnitTests has InternalsVisibleTo on SVSim.BattleNode.
p.Phase = SVSim.BattleNode.Sessions.BattleSessionPhase.AfterReady;
p.Phase = SVSim.BattleNode.Sessions.HandshakePhase.AfterReady;
Assert.That(p.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.BattleSessionPhase.AfterReady));
Assert.That(p.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.HandshakePhase.AfterReady));
}
[Test]
@@ -121,9 +121,9 @@ public class RealParticipantTests
var a = new RealParticipant(wsA, viewerId: 1, FixtureCtx(), NullLogger<RealParticipant>.Instance);
var b = new RealParticipant(wsB, viewerId: 2, FixtureCtx(), NullLogger<RealParticipant>.Instance);
a.Phase = SVSim.BattleNode.Sessions.BattleSessionPhase.AfterReady;
a.Phase = SVSim.BattleNode.Sessions.HandshakePhase.AfterReady;
Assert.That(b.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.BattleSessionPhase.AwaitingInitNetwork),
Assert.That(b.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.HandshakePhase.AwaitingInitNetwork),
"B's Phase must not change when A's Phase is set.");
}