Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/RetireKillHandler.cs
gamer147 3e8901eec3 refactor(battlenode): split BattleSessionPhase into HandshakePhase + SessionLifecycle
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>
2026-06-05 07:21:59 -04:00

20 lines
852 B
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class RetireKillHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
ctx.State.Lifecycle = SessionLifecycle.Terminal;
// Polarity: the SENDER retired, so From LOSES / Other WINS. This is the OPPOSITE of
// TurnEndFinalHandler (From WINS there — sender dealt the lethal). Intentional — do NOT
// "consistency-fix" the two handlers to match; a swap here silently reverses every retire.
return new[]
{
new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.RetireLose), Stock.Bypass),
new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.RetireWin), Stock.Bypass),
};
}
}