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>
27 lines
1.2 KiB
C#
27 lines
1.2 KiB
C#
using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class JudgeHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// PvP: Judge is the handover gate. The player who sends Judge is the one TAKING OVER the
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// turn (the client rule is: receive opponent TurnEnd -> SendJudge). Receiving Judge{spin}
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// fires ControlTurnStartPlayer ("start MY turn"), so the {spin} must REFLECT BACK to the
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// sender — NOT go to the opponent (that would make the player who just ended their turn
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// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
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// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
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// battleCode is dropped; spin=0 for the deterministic-turn slice.
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if (ctx.BothSidesAfterReady())
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{
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var frame = ctx.Env with { Body = new JudgeBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.From, frame, Stock.Normal) };
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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