refactor(battle-node): extract frame factories into BattleFrames
This commit is contained in:
76
SVSim.BattleNode/Sessions/Dispatch/BattleFrames.cs
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76
SVSim.BattleNode/Sessions/Dispatch/BattleFrames.cs
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Server-synthesized control/broadcast frames + inbound-body helpers, relocated verbatim
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/// from BattleSession so the per-URI handlers can build them. Pure: no session state.</summary>
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internal static class BattleFrames
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{
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internal static MsgEnvelope BuildAck(NetworkBattleUri uri) => new(
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uri,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.General,
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PubSeq: null,
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PlaySeq: null,
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Body: new ResultCodeOnlyBody());
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internal static MsgEnvelope BuildTurnEndBroadcast() => new(
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NetworkBattleUri.TurnEnd,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new TurnEndBody(TurnState: 0));
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internal static MsgEnvelope BuildJudgeBroadcast() => new(
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NetworkBattleUri.Judge,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new JudgeBody(Spin: ScriptedProfiles.OpponentJudgeSpin));
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internal static MsgEnvelope BuildBattleFinish(BattleResult result) => new(
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NetworkBattleUri.BattleFinish,
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ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: new BattleFinishBody(Result: result));
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internal static IReadOnlyList<long> ExtractIdxList(MsgEnvelope env)
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{
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if (env.Body is not RawBody rawBody) return Array.Empty<long>();
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if (rawBody.Entries.TryGetValue("idxList", out var raw) && raw is System.Collections.IEnumerable seq && raw is not string)
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{
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var result = new List<long>();
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foreach (var item in seq)
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{
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switch (item)
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{
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case long l: result.Add(l); break;
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case int i: result.Add(i); break;
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case double d: result.Add((long)d); break;
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case decimal m: result.Add((long)m); break;
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case string s when long.TryParse(s, out var p): result.Add(p); break;
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}
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}
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return result;
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}
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return Array.Empty<long>();
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}
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}
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