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>
38 lines
1.4 KiB
C#
38 lines
1.4 KiB
C#
using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class InitBattleHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 2: Bot — ack only, NO Matched (Matched would corrupt client opponent info).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
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{
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var r = new List<DispatchRoute>
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{
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new(ctx.From, BattleFrames.BuildAck(NetworkBattleUri.InitBattle), Stock.Bypass),
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};
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ctx.SenderPhase = HandshakePhase.AwaitingLoaded;
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return r;
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}
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// case 5: general — push Matched (per-perspective) to the sender only.
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if (ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
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{
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var r = new List<DispatchRoute>
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{
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new(ctx.From, ServerBattleFrames.BuildMatched(
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ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, ctx.Other.ViewerId,
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ctx.BattleId, BattleSeeds.Stable(ctx.State.MasterSeed),
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ctx.State.GetShuffledDeck(ctx.From)), Stock.Normal),
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};
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ctx.SenderPhase = HandshakePhase.AwaitingLoaded;
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return r;
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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