refactor(battle-node): extract TurnStartHandler
Unions the two legacy TurnStart arms (IsRealForwardableFromScripted case 11 + BothAfterReady case 12) into TurnStartHandler. Both arms produce (Other, Env, false) with no extra guards or state mutations — union is behavior-equivalent. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -44,6 +44,7 @@ public sealed class BattleSession
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[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
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[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
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[NetworkBattleUri.Retire] = new RetireKillHandler(),
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[NetworkBattleUri.Retire] = new RetireKillHandler(),
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[NetworkBattleUri.Kill] = new RetireKillHandler(),
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[NetworkBattleUri.Kill] = new RetireKillHandler(),
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[NetworkBattleUri.TurnStart] = new TurnStartHandler(),
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};
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};
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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@@ -0,0 +1,15 @@
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class TurnStartHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// Forward the opponent's turn-open to the other side. Union of the two legacy arms:
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// BothAfterReady (PvP / scripted real player) OR a scripted-bot emission (test stub path).
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if (ctx.BothAfterReady() || ctx.IsScriptedBot(ctx.From))
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return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };
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return Array.Empty<DispatchRoute>();
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}
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}
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