refactor(battle-node): extract TurnEndFinalHandler
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@@ -41,6 +41,7 @@ public sealed class BattleSession
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[NetworkBattleUri.Loaded] = new LoadedHandler(),
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[NetworkBattleUri.Loaded] = new LoadedHandler(),
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[NetworkBattleUri.Swap] = new SwapHandler(),
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[NetworkBattleUri.Swap] = new SwapHandler(),
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[NetworkBattleUri.TurnEnd] = new TurnEndHandler(),
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[NetworkBattleUri.TurnEnd] = new TurnEndHandler(),
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[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
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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 +1,27 @@
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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 TurnEndFinalHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 4: Bot — Judge to sender only.
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AfterReady)
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return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), false) };
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// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
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if (ctx.SenderPhase == BattleSessionPhase.AfterReady)
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{
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ctx.State.SessionPhase = BattleSessionPhase.Terminal;
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return new[]
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{
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new DispatchRoute(ctx.Other, ctx.Env, false),
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new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.LifeWin), true),
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new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.LifeLose), true),
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};
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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