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>
32 lines
1.4 KiB
C#
32 lines
1.4 KiB
C#
using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class TurnEndFinalHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 4: Bot — Judge to sender only.
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AfterReady)
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return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
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// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
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if (ctx.SenderPhase == HandshakePhase.AfterReady)
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{
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ctx.State.Lifecycle = SessionLifecycle.Terminal;
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// Polarity: the SENDER dealt the lethal, so From WINS / Other LOSES. This is the
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// OPPOSITE of RetireKillHandler (From LOSES there — retire is self-inflicted).
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// Intentional — do NOT "consistency-fix" the two handlers to match; a swap here
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// silently reverses every lethal-turn outcome.
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return new[]
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{
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new DispatchRoute(ctx.Other, ctx.Env, Stock.Normal),
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new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.LifeWin), Stock.Bypass),
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new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.LifeLose), Stock.Bypass),
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};
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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