Behavior-identical; 231 BattleNode tests green with ZERO test changes. The 10 handler arms no longer switch on BattleType: - 4 Bot arms gate on the new FrameDispatchContext.OpponentIsAckOnly (Other is not IHasHandshakePhase) — the participant property the audit asked for. - 6 relay arms drop the Type == Pvp guard; it was redundant with BothSidesAfterReady() (only a two-real-player session has both handshake phases). Its doc now records that. - FrameDispatchContext.Type removed (+ the Type = Type in BuildContext). BattleSession.Type stays for the session-level drop cascade. Zero test churn because the stubs already encode the split: FakeRealParticipant/ProbeParticipant implement IHasHandshakePhase, the bot stub FakeParticipant doesn't, and NewBotSession uses it as the opponent. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
52 lines
3.1 KiB
C#
52 lines
3.1 KiB
C#
using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Everything a handler reads or mutates for one inbound frame. <see cref="A"/>/<see cref="B"/>
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/// are the session's positional participants (preserved so handlers that iterate participants in a
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/// stable order — e.g. the mulligan barrier — match the legacy switch byte-for-byte). <see cref="From"/>
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/// is the sender; <see cref="Other"/> is the non-sender.</summary>
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internal sealed class FrameDispatchContext
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{
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internal required IBattleParticipant A { get; init; }
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internal required IBattleParticipant B { get; init; }
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internal required IBattleParticipant From { get; init; }
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internal required IBattleParticipant Other { get; init; }
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internal required MsgEnvelope Env { get; init; }
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internal required string BattleId { get; init; }
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internal required BattleSessionState State { get; init; }
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/// <summary>The opponent is an AI-passive (ack-only) bot: it runs no handshake — no
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/// <see cref="IHasHandshakePhase"/> — and receives no relayed frames (the client drives its own
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/// AI; the server only acks). This is the participant property that replaces the per-handler
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/// <c>BattleType.Bot</c> switch: the Bot dispatch arms gate on it. Its inverse — a live relay
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/// peer — is what <see cref="BothSidesAfterReady"/> already implies (only real peers have a
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/// handshake phase), so the relay arms need no separate opponent check.</summary>
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internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase;
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/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
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/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
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internal HandshakePhase? SenderPhase
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{
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get => (From as IHasHandshakePhase)?.Phase;
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set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
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}
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/// <summary>Just the SENDER has finished the handshake — says nothing about the opponent. The
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/// Bot arms gate on this (the bot has no handshake phase of its own); contrast
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/// <see cref="BothSidesAfterReady"/>, which the PvP arms require. The sender-only vs both-sides
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/// distinction is load-bearing for the Bot/PvP split (see TurnEndHandler / TurnEndFinalHandler).</summary>
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internal bool SenderIsAfterReady => SenderPhase == HandshakePhase.AfterReady;
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/// <summary>BOTH participants have finished the handshake. Reads A/B (not From/Other) so the
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/// result is identical regardless of which side sent the frame. Contrast
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/// <see cref="SenderIsAfterReady"/> (sender only). Only a live relay peer (real player) has a
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/// handshake phase, so this can only be true in a two-real-player (PvP) session — the relay
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/// dispatch arms gate on this instead of a <c>BattleType</c> check (an ack-only bot opponent,
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/// <see cref="OpponentIsAckOnly"/>, can never satisfy it).</summary>
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internal bool BothSidesAfterReady() =>
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(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
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}
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