feat(battle-node): add RealParticipant.Phase for per-side handshake state

Internal setter; defaults to AwaitingInitNetwork. PvP needs A and B to
progress through the handshake states independently, which the
session-level BattleSession.Phase can't model. Session migration to read
realFrom.Phase is the next task.
This commit is contained in:
gamer147
2026-06-01 21:25:11 -04:00
parent b75eb512ea
commit ac78473a3e
2 changed files with 44 additions and 0 deletions

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@@ -28,6 +28,13 @@ public sealed class RealParticipant : IBattleParticipant
public InboundTracker Inbound { get; } = new();
public OutboundSequencer Outbound { get; } = new();
/// <summary>Per-side handshake progression. Session reads this when gating
/// handshake-phase synthesis (Matched / BattleStart / Deal / Swap response /
/// Ready). Session transitions via the setter after dispatch. Defaults to
/// AwaitingInitNetwork; only RealParticipant tracks this — bots have no phase
/// because they never send the gating URIs.</summary>
internal BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
public RealParticipant(WebSocket ws, long viewerId, MatchContext context,

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@@ -90,6 +90,43 @@ public class RealParticipantTests
Assert.That(result, Is.EqualTo(int.MinValue));
}
[Test]
public void Phase_defaults_to_AwaitingInitNetwork()
{
var ws = new TestWebSocket();
var p = new RealParticipant(ws, viewerId: 1, FixtureCtx(),
NullLogger<RealParticipant>.Instance);
Assert.That(p.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.BattleSessionPhase.AwaitingInitNetwork));
}
[Test]
public void Phase_setter_is_visible_to_same_assembly()
{
var ws = new TestWebSocket();
var p = new RealParticipant(ws, viewerId: 1, FixtureCtx(),
NullLogger<RealParticipant>.Instance);
// Setter is `internal`; SVSim.UnitTests has InternalsVisibleTo on SVSim.BattleNode.
p.Phase = SVSim.BattleNode.Sessions.BattleSessionPhase.AfterReady;
Assert.That(p.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.BattleSessionPhase.AfterReady));
}
[Test]
public void Phase_is_per_instance_not_shared()
{
var wsA = new TestWebSocket();
var wsB = new TestWebSocket();
var a = new RealParticipant(wsA, viewerId: 1, FixtureCtx(), NullLogger<RealParticipant>.Instance);
var b = new RealParticipant(wsB, viewerId: 2, FixtureCtx(), NullLogger<RealParticipant>.Instance);
a.Phase = SVSim.BattleNode.Sessions.BattleSessionPhase.AfterReady;
Assert.That(b.Phase, Is.EqualTo(SVSim.BattleNode.Sessions.BattleSessionPhase.AwaitingInitNetwork),
"B's Phase must not change when A's Phase is set.");
}
private static MatchContext FixtureCtx() => new(
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 100_011_010L).ToList(),
ClassId: "1", CharaId: "1", CardMasterName: "card_master_node_10015",