refactor(battlenode): name sender-only vs both-sides handshake checks (§D)
Behavior-preserving; 231 BattleNode tests green. FrameDispatchContext.BothAfterReady() -> BothSidesAfterReady() (7 call sites). The 4 inline `SenderPhase == AfterReady` checks in TurnEndHandler/TurnEndFinalHandler now read a new SenderIsAfterReady property. Both carry cross-referencing docs so the Bot-arm (sender-only) vs PvP-arm (both-sides) distinction is explicit at the type. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -26,9 +26,16 @@ internal sealed class FrameDispatchContext
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set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
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}
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/// <summary>Both participants have completed the handshake. Reads A/B (not From/Other) so the
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/// result is identical regardless of which side sent the frame — matches legacy BothAfterReady.</summary>
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internal bool BothAfterReady() =>
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/// <summary>Just the SENDER has finished the handshake — says nothing about the opponent. The
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/// Bot arms gate on this (the bot has no handshake phase of its own); contrast
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/// <see cref="BothSidesAfterReady"/>, which the PvP arms require. The sender-only vs both-sides
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/// distinction is load-bearing for the Bot/PvP split (see TurnEndHandler / TurnEndFinalHandler).</summary>
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internal bool SenderIsAfterReady => SenderPhase == HandshakePhase.AfterReady;
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/// <summary>BOTH participants have finished the handshake. Reads A/B (not From/Other) so the
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/// result is identical regardless of which side sent the frame. Contrast
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/// <see cref="SenderIsAfterReady"/> (sender only).</summary>
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internal bool BothSidesAfterReady() =>
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(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
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}
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