Commit Graph

5 Commits

Author SHA1 Message Date
gamer147
3e8901eec3 refactor(battlenode): split BattleSessionPhase into HandshakePhase + SessionLifecycle
Behavior-preserving; 231 BattleNode tests green.

One enum conflated two axes. Split:
- HandshakePhase (per participant): AwaitingInitNetwork..AfterReady. On
  IHasHandshakePhase.Phase, FrameDispatchContext.SenderPhase, the handler gates.
- SessionLifecycle (per battle): Active | Terminal. On the renamed
  BattleSessionState.Lifecycle (was SessionPhase, defaulting to a handshake value)
  and BattleSession.Lifecycle (was Phase). Reads are only != Terminal, so the
  Active default is behavior-identical.

OpponentTurn was dead (never assigned) -> dropped. BattleSessionPhase deleted; the
two axes can no longer be cross-assigned.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:21:59 -04:00
gamer147
e70f32db79 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>
2026-06-04 22:53:32 -04:00
gamer147
3f5d97cb2f feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed
InitBattle now emits Stable(master) as the shared effect seed and the master-
shuffled deck as selfDeck; Swap emits each recipient's per-side IdxChange seed.
BattleSession exposes + logs the master seed per battle for future replay.
Updated lifecycle/dispatch/integration tests (deck assertions now permutation-
based since selfDeck is shuffled).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:20:51 -04:00
gamer147
ba18790156 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>
2026-06-03 20:36:32 -04:00
gamer147
477faf3df3 refactor(battle-node): extract SwapHandler (mulligan barrier) 2026-06-03 14:13:26 -04:00