refactor(battlenode): close §A boolean-blindness items (MinedToken, Stock, KeyActionType)
Behavior-preserving; 231 BattleNode tests green.
- MinedToken record struct replaces the transpose-prone (int Idx, long CardId,
CardOwner IsSelf) tuple returned by KnownListBuilder.Mine*. Positional deconstruct
keeps the Record*From call sites unchanged.
- enum Stock { Normal, Bypass } replaces the negative `bool noStock` on
IBattleParticipant.PushAsync and DispatchRoute, threaded through both participants,
BattleSession, and all handler construction sites.
- enum KeyActionType mirrors the client's SendKeyActionDataManager.KeyActionType;
the StripKeyActionForOpponent guard compares named values, KeyActionEntry.Type is
the enum (wire-identical via JsonNumberEnumConverter).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -3,6 +3,7 @@ using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>One routing decision: deliver <paramref name="Frame"/> to <paramref name="Target"/>.
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/// Named form of the tuple <c>ComputeFrames</c> historically returned. <paramref name="NoStock"/>
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/// true for control frames (BattleFinish, ack) — bypasses playSeq assignment + archive.</summary>
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internal readonly record struct DispatchRoute(IBattleParticipant Target, MsgEnvelope Frame, bool NoStock);
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/// Named form of the tuple <c>ComputeFrames</c> historically returned. <paramref name="Stock"/>
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/// is <see cref="Sessions.Stock.Bypass"/> for control frames (BattleFinish, ack) — bypasses
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/// playSeq assignment + archive — and <see cref="Sessions.Stock.Normal"/> for gameplay frames.</summary>
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internal readonly record struct DispatchRoute(IBattleParticipant Target, MsgEnvelope Frame, Stock Stock);
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