Files
SVSimServer/SVSim.BattleNode/Sessions/Stock.cs
gamer147 e70f32db79 refactor(battlenode): close §A boolean-blindness items (MinedToken, Stock, KeyActionType)
Behavior-preserving; 231 BattleNode tests green.

- MinedToken record struct replaces the transpose-prone (int Idx, long CardId,
  CardOwner IsSelf) tuple returned by KnownListBuilder.Mine*. Positional deconstruct
  keeps the Record*From call sites unchanged.
- enum Stock { Normal, Bypass } replaces the negative `bool noStock` on
  IBattleParticipant.PushAsync and DispatchRoute, threaded through both participants,
  BattleSession, and all handler construction sites.
- enum KeyActionType mirrors the client's SendKeyActionDataManager.KeyActionType;
  the StripKeyActionForOpponent guard compares named values, KeyActionEntry.Type is
  the enum (wire-identical via JsonNumberEnumConverter).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 22:53:32 -04:00

18 lines
815 B
C#

namespace SVSim.BattleNode.Sessions;
/// <summary>
/// How a pushed frame interacts with the per-participant <c>OutboundSequencer</c>: whether it
/// gets a <c>playSeq</c> and is archived for ordered replay, or bypasses both. Replaces a bare
/// (and negatively-named) <c>bool noStock</c> threaded through <see cref="IBattleParticipant.PushAsync"/>
/// and <see cref="Dispatch.DispatchRoute"/> — the literal <c>true</c>/<c>false</c> at call sites gave
/// no hint which sense was which, and was trivial to invert.
/// </summary>
public enum Stock
{
/// <summary>Gameplay frame: assign the next <c>playSeq</c> and archive it for ordered replay.</summary>
Normal = 0,
/// <summary>Control frame (BattleFinish, JudgeResult, ack): bypass <c>playSeq</c> assignment + archive.</summary>
Bypass = 1,
}