Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs
gamer147 2d32051cc0 refactor(battlenode): key dispatch on OpponentIsAckOnly, drop per-frame BattleType switch
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>
2026-06-05 08:20:56 -04:00

38 lines
1.4 KiB
C#

using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class InitBattleHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 2: Bot — ack only, NO Matched (Matched would corrupt client opponent info).
if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
{
var r = new List<DispatchRoute>
{
new(ctx.From, BattleFrames.BuildAck(NetworkBattleUri.InitBattle), Stock.Bypass),
};
ctx.SenderPhase = HandshakePhase.AwaitingLoaded;
return r;
}
// case 5: general — push Matched (per-perspective) to the sender only.
if (ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
{
var r = new List<DispatchRoute>
{
new(ctx.From, ServerBattleFrames.BuildMatched(
ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, ctx.Other.ViewerId,
ctx.BattleId, BattleSeeds.Stable(ctx.State.MasterSeed),
ctx.State.GetShuffledDeck(ctx.From)), Stock.Normal),
};
ctx.SenderPhase = HandshakePhase.AwaitingLoaded;
return r;
}
return Array.Empty<DispatchRoute>();
}
}