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