Behavior-preserving; 231 BattleNode tests green. One enum conflated two axes. Split: - HandshakePhase (per participant): AwaitingInitNetwork..AfterReady. On IHasHandshakePhase.Phase, FrameDispatchContext.SenderPhase, the handler gates. - SessionLifecycle (per battle): Active | Terminal. On the renamed BattleSessionState.Lifecycle (was SessionPhase, defaulting to a handshake value) and BattleSession.Lifecycle (was Phase). Reads are only != Terminal, so the Active default is behavior-identical. OpponentTurn was dead (never assigned) -> dropped. BattleSessionPhase deleted; the two axes can no longer be cross-assigned. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
20 lines
852 B
C#
20 lines
852 B
C#
using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class RetireKillHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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ctx.State.Lifecycle = SessionLifecycle.Terminal;
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// Polarity: the SENDER retired, so From LOSES / Other WINS. This is the OPPOSITE of
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// TurnEndFinalHandler (From WINS there — sender dealt the lethal). Intentional — do NOT
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// "consistency-fix" the two handlers to match; a swap here silently reverses every retire.
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return new[]
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{
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new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.RetireLose), Stock.Bypass),
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new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.RetireWin), Stock.Bypass),
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};
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}
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}
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