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>
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@@ -34,7 +34,7 @@ namespace SVSim.UnitTests.BattleNode.Integration;
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/// <para><b>Coverage:</b> a two-client PvP session emits all ten server-authored URIs
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/// (<c>InitNetwork, Matched, BattleStart, Deal, Swap, Ready, TurnStart, TurnEnd, Judge,
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/// BattleFinish</c>). PvP authors the handshake/mulligan frames through the same shared
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/// <see cref="SVSim.BattleNode.Lifecycle.ScriptedLifecycle"/> builders, and the turn cycle
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/// <see cref="SVSim.BattleNode.Lifecycle.ServerBattleFrames"/> builders, and the turn cycle
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/// (<c>TurnStart/TurnEnd/Judge</c>) falls out of the real two-client handover. Forwarded frames
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/// (<c>PlayActions / TurnEndActions / ChatStamp / TurnEndFinal</c>) relay the
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/// client's own bytes verbatim, so their shape is the client's contract, not ours — out of scope
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