Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndFinalHandler.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

32 lines
1.4 KiB
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class TurnEndFinalHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 4: Bot — Judge to sender only.
if (ctx.OpponentIsAckOnly && ctx.SenderIsAfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
if (ctx.SenderIsAfterReady)
{
ctx.State.Lifecycle = SessionLifecycle.Terminal;
// Polarity: the SENDER dealt the lethal, so From WINS / Other LOSES. This is the
// OPPOSITE of RetireKillHandler (From LOSES there — retire is self-inflicted).
// Intentional — do NOT "consistency-fix" the two handlers to match; a swap here
// silently reverses every lethal-turn outcome.
return new[]
{
new DispatchRoute(ctx.Other, ctx.Env, Stock.Normal),
new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.LifeWin), Stock.Bypass),
new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.LifeLose), Stock.Bypass),
};
}
return Array.Empty<DispatchRoute>();
}
}