using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase namespace SVSim.BattleNode.Sessions.Dispatch; /// Everything a handler reads or mutates for one inbound frame. / /// are the session's positional participants (preserved so handlers that iterate participants in a /// stable order — e.g. the mulligan barrier — match the legacy switch byte-for-byte). /// is the sender; is the non-sender. internal sealed class FrameDispatchContext { internal required IBattleParticipant A { get; init; } internal required IBattleParticipant B { get; init; } internal required IBattleParticipant From { get; init; } internal required IBattleParticipant Other { get; init; } internal required MsgEnvelope Env { get; init; } internal required BattleType Type { get; init; } internal required string BattleId { get; init; } internal required BattleSessionState State { get; init; } /// The dispatching participant's handshake phase (null for a non-IHasHandshakePhase /// participant, e.g. NoOpBot). Setting it advances the sender. internal HandshakePhase? SenderPhase { get => (From as IHasHandshakePhase)?.Phase; set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; } } /// Both participants have completed the handshake. Reads A/B (not From/Other) so the /// result is identical regardless of which side sent the frame — matches legacy BothAfterReady. internal bool BothAfterReady() => (A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady && (B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady; }