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>
22 lines
802 B
C#
22 lines
802 B
C#
using SVSim.BattleNode.Lifecycle;
|
|
using SVSim.BattleNode.Protocol;
|
|
using SVSim.BattleNode.Protocol.Bodies;
|
|
|
|
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
|
|
|
|
internal sealed class TurnStartHandler : IFrameHandler
|
|
{
|
|
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
|
|
{
|
|
// PvP: the active player's TurnStart{orderList} is dropped; the opponent receives {spin}
|
|
// (spin=0 for the deterministic-turn slice) and self-generates its turn-open.
|
|
if (ctx.BothSidesAfterReady())
|
|
{
|
|
var frame = ctx.Env with { Body = new OpponentTurnStartBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
|
|
return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
|
|
}
|
|
|
|
return Array.Empty<DispatchRoute>();
|
|
}
|
|
}
|