refactor(battlenode): low-churn §B/§D/§E/§F quality cleanups
Behavior-preserving; 231 BattleNode tests green. - §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try"); SocketIoFrame.AckResponse arg -> pubSeqEcho. - §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal moved to its config home); deck-idx 4L -> InitialHand.Length + 1. - §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase JsonSerializerOptions in EngineIoHandshake and MsgEnvelope. - §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins) and RetireKillHandler (From loses). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -13,7 +13,7 @@ internal static class BattleFrames
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ViewerId: ServerBattleFrames.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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RetryAttempt: 0,
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Cat: EmitCategory.General,
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PubSeq: null,
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PlaySeq: null,
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@@ -24,7 +24,7 @@ internal static class BattleFrames
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ViewerId: ServerBattleFrames.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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RetryAttempt: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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@@ -35,7 +35,7 @@ internal static class BattleFrames
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ViewerId: ServerBattleFrames.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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RetryAttempt: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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@@ -46,7 +46,7 @@ internal static class BattleFrames
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ViewerId: ServerBattleFrames.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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RetryAttempt: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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@@ -7,6 +7,9 @@ internal sealed class RetireKillHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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ctx.State.SessionPhase = BattleSessionPhase.Terminal;
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// Polarity: the SENDER retired, so From LOSES / Other WINS. This is the OPPOSITE of
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// TurnEndFinalHandler (From WINS there — sender dealt the lethal). Intentional — do NOT
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// "consistency-fix" the two handlers to match; a swap here silently reverses every retire.
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return new[]
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{
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new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.RetireLose), Stock.Bypass),
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@@ -14,6 +14,10 @@ internal sealed class TurnEndFinalHandler : IFrameHandler
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if (ctx.SenderPhase == BattleSessionPhase.AfterReady)
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{
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ctx.State.SessionPhase = BattleSessionPhase.Terminal;
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// Polarity: the SENDER dealt the lethal, so From WINS / Other LOSES. This is the
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// OPPOSITE of RetireKillHandler (From LOSES there — retire is self-inflicted).
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// Intentional — do NOT "consistency-fix" the two handlers to match; a swap here
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// silently reverses every lethal-turn outcome.
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return new[]
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{
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new DispatchRoute(ctx.Other, ctx.Env, Stock.Normal),
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@@ -404,7 +404,7 @@ public sealed class RealParticipant : IBattleParticipant, IHasHandshakePhase
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ViewerId: SVSim.BattleNode.Lifecycle.ServerBattleFrames.FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: null,
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Try: 0,
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RetryAttempt: 0,
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Cat: EmitCategory.General,
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PubSeq: null,
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PlaySeq: null,
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