Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndHandler.cs
gamer147 24180d5b4b refactor(battle-node): de-magic wire flags and scattered constants
Quality pass from the 2026-06-04 BattleNode review (audit in the outer
repo). All changes are behavior-preserving — identical wire bytes,
verified by the full 1008-test suite staying green.

- Name scattered magic numbers: crypto key/IV lengths, outbound-sequencer
  base, WS receive buffer / EIO ping / SID length, polite-close timeout,
  upgrade-credential keys, battle-id digit math, deterministic-turn spin.
- resultCode = 1 -> (int)ReceiveNodeResultCode.Success across body records.
- Pong "3" -> EngineIoPacketType.Pong; remove dead NoOpBotParticipant.Touch
  (replace with #pragma warning disable CS0067).
- Wire-flag enums, serialized as numbers via JsonNumberEnumConverter:
  turnState -> TurnState{First,Second}, isSelf -> CardOwner{Opponent,Self},
  open -> ChoiceVisibility{Hidden,Open}.
- isOfficial / isInvoke -> bool / bool? via new NumericBoolJsonConverter
  (reads/writes 0/1; TDD'd). Scoped to the BattleNode wire boundary only;
  MatchContext and the HTTP/AI-start path stay int (AI-start uses -1 as a
  sentinel, so it is not boolean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:46:09 -04:00

32 lines
1.5 KiB
C#

using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class TurnEndHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 4: Bot — Judge to sender only (no real opponent; client flips back to its local AI).
if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), false) };
// case 8: general AfterReady arm — PvP forwards a {turnState} TurnEnd to the opponent
// (handover gate). Any non-Pvp non-Bot type that reaches AfterReady consumes the frame.
if (ctx.SenderPhase == BattleSessionPhase.AfterReady)
{
if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
{
// Opponent sees {turnState}; receiving TurnEnd drives ITS SendJudge (handover gate):
// the opponent (the turn taker-over) then sends a Judge, which JudgeHandler reflects
// back to it to start its turn. battleCode/actionSeq/cemetery are dropped.
var te = ctx.Env with { Body = new TurnEndBody(TurnState: TurnState.First) };
return new[] { new DispatchRoute(ctx.Other, te, false) };
}
return Array.Empty<DispatchRoute>(); // Pvp-not-both-ready → drop (Bot already returned above)
}
return Array.Empty<DispatchRoute>();
}
}