test(battle-node): wire-shape test + refresh stale comment for v1.1
Final-review follow-ups: - BuildOpponentTurnStart's doc comment claimed the v1 client sits indefinitely — true before the loop closure, false after. Updated to describe the pair with BuildOpponentTurnEnd. - TypedBodyWireShapeTests had no coverage for BuildOpponentTurnEnd; added the literal-JSON test so a future JsonPropertyName rename on TurnEndBody is caught.
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@@ -99,9 +99,10 @@ public static class ScriptedLifecycle
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Spin: ScriptedProfiles.ReadySpin));
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/// <summary>
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/// Generic TurnStart push used to transition the client into "Opponent's turn…" state
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/// after the player's TurnEnd. v1 doesn't simulate the opponent — once this lands the
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/// client sits at the opponent-turn display indefinitely.
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/// First half of the v1.1 scripted opponent turn cycle: pushed after the player's
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/// TurnEnd, transitions the client into "Opponent's turn…" state. Paired with
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/// <see cref="BuildOpponentTurnEnd"/>, which immediately follows and hands control
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/// back to the player.
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/// </summary>
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public static MsgEnvelope BuildOpponentTurnStart() =>
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EnvelopeForPush(NetworkBattleUri.TurnStart,
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