refactor(battle-node): rename ScriptedLifecycle->ServerBattleFrames, ScriptedProfiles->BattleFrameDefaults

Pure rename. These hold the shared server-authored frame builders used by every
battle mode's handshake/mulligan dispatch — the 'Scripted' name was a historical
accident that hid the PvP/Bot crossover. No behavior change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 20:36:32 -04:00
parent e9493e24c4
commit ba18790156
14 changed files with 59 additions and 59 deletions

View File

@@ -10,7 +10,7 @@ internal static class BattleFrames
{
internal static MsgEnvelope BuildAck(NetworkBattleUri uri) => new(
uri,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
ViewerId: ServerBattleFrames.FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: null,
Try: 0,
@@ -21,7 +21,7 @@ internal static class BattleFrames
internal static MsgEnvelope BuildTurnEndBroadcast() => new(
NetworkBattleUri.TurnEnd,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
ViewerId: ServerBattleFrames.FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: null,
Try: 0,
@@ -32,18 +32,18 @@ internal static class BattleFrames
internal static MsgEnvelope BuildJudgeBroadcast() => new(
NetworkBattleUri.Judge,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
ViewerId: ServerBattleFrames.FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: null,
Try: 0,
Cat: EmitCategory.Battle,
PubSeq: null,
PlaySeq: null,
Body: new JudgeBody(Spin: ScriptedProfiles.OpponentJudgeSpin));
Body: new JudgeBody(Spin: BattleFrameDefaults.OpponentJudgeSpin));
internal static MsgEnvelope BuildBattleFinish(BattleResult result) => new(
NetworkBattleUri.BattleFinish,
ViewerId: ScriptedLifecycle.FakeOpponentViewerId,
ViewerId: ServerBattleFrames.FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: null,
Try: 0,

View File

@@ -23,9 +23,9 @@ internal sealed class InitBattleHandler : IFrameHandler
{
var r = new List<DispatchRoute>
{
new(ctx.From, ScriptedLifecycle.BuildMatched(
new(ctx.From, ServerBattleFrames.BuildMatched(
ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, ctx.Other.ViewerId,
ctx.BattleId, ScriptedProfiles.BattleSeed), false),
ctx.BattleId, BattleFrameDefaults.BattleSeed), false),
};
ctx.SenderPhase = BattleSessionPhase.AwaitingLoaded;
return r;

View File

@@ -21,9 +21,9 @@ internal sealed class LoadedHandler : IFrameHandler
var turnState = ReferenceEquals(ctx.From, ctx.A) ? 0 : 1;
var r = new List<DispatchRoute>
{
new(ctx.From, ScriptedLifecycle.BuildBattleStart(
new(ctx.From, ServerBattleFrames.BuildBattleStart(
ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, turnState), false),
new(ctx.From, ScriptedLifecycle.BuildDeal(), false),
new(ctx.From, ServerBattleFrames.BuildDeal(), false),
};
ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
return r;

View File

@@ -12,10 +12,10 @@ internal sealed class SwapHandler : IFrameHandler
return Array.Empty<DispatchRoute>();
var routes = new List<DispatchRoute>();
var hand = ScriptedLifecycle.ComputeHandAfterSwap(BattleFrames.ExtractIdxList(ctx.Env));
var hand = ServerBattleFrames.ComputeHandAfterSwap(BattleFrames.ExtractIdxList(ctx.Env));
// SwapResponse is always immediate — completes the sender's own mulligan UI.
routes.Add(new DispatchRoute(ctx.From, ScriptedLifecycle.BuildSwapResponse(hand), false));
routes.Add(new DispatchRoute(ctx.From, ServerBattleFrames.BuildSwapResponse(hand), false));
ctx.State.PostSwapHands[ctx.From] = hand;
ctx.SenderPhase = BattleSessionPhase.AfterReady;
@@ -29,8 +29,8 @@ internal sealed class SwapHandler : IFrameHandler
var opponent = ReferenceEquals(p, ctx.A) ? ctx.B : ctx.A;
var ready = opponent is IHasHandshakePhase
&& ctx.State.PostSwapHands.TryGetValue(opponent, out var oppoHand)
? ScriptedLifecycle.BuildReady(ctx.State.PostSwapHands[p], oppoHand)
: ScriptedLifecycle.BuildReady(ctx.State.PostSwapHands[p]);
? ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p], oppoHand)
: ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p]);
routes.Add(new DispatchRoute(p, ready, false));
}
}