Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs
gamer147 3e8901eec3 refactor(battlenode): split BattleSessionPhase into HandshakePhase + SessionLifecycle
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>
2026-06-05 07:21:59 -04:00

38 lines
1.4 KiB
C#

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