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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@@ -711,7 +711,7 @@ public class BattleSessionDispatchTests
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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// B not AfterReady → not BothAfterReady.
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// B not AfterReady → not BothSidesAfterReady.
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var body = MoveOrderList(3, 10, 20);
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body["playIdx"] = 3L; body["type"] = 30L;
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var routes = s.ComputeFrames(a, EnvWith(NetworkBattleUri.PlayActions, body));
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@@ -719,7 +719,7 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Pvp_Echo_from_A_in_BothAfterReady_is_consumed_not_relayed()
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public void Pvp_Echo_from_A_in_BothSidesAfterReady_is_consumed_not_relayed()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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@@ -782,7 +782,7 @@ public class BattleSessionDispatchTests
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}
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[Test]
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public void Pvp_JudgeResult_from_A_in_BothAfterReady_forwards_to_B()
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public void Pvp_JudgeResult_from_A_in_BothSidesAfterReady_forwards_to_B()
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{
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var (s, a, b) = NewPvpSession();
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DriveToAfterReady(s, a);
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