Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndHandler.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

32 lines
1.5 KiB
C#

using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class TurnEndHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 4: Bot — Judge to sender only (no real opponent; client flips back to its local AI).
if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
// case 8: general AfterReady arm — PvP forwards a {turnState} TurnEnd to the opponent
// (handover gate). Any non-Pvp non-Bot type that reaches AfterReady consumes the frame.
if (ctx.SenderPhase == HandshakePhase.AfterReady)
{
if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
{
// Opponent sees {turnState}; receiving TurnEnd drives ITS SendJudge (handover gate):
// the opponent (the turn taker-over) then sends a Judge, which JudgeHandler reflects
// back to it to start its turn. battleCode/actionSeq/cemetery are dropped.
var te = ctx.Env with { Body = new TurnEndBody(TurnState: TurnState.First) };
return new[] { new DispatchRoute(ctx.Other, te, Stock.Normal) };
}
return Array.Empty<DispatchRoute>(); // Pvp-not-both-ready → drop (Bot already returned above)
}
return Array.Empty<DispatchRoute>();
}
}