Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/SwapHandler.cs
gamer147 3f5d97cb2f feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed
InitBattle now emits Stable(master) as the shared effect seed and the master-
shuffled deck as selfDeck; Swap emits each recipient's per-side IdxChange seed.
BattleSession exposes + logs the master seed per battle for future replay.
Updated lifecycle/dispatch/integration tests (deck assertions now permutation-
based since selfDeck is shuffled).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:20:51 -04:00

41 lines
1.9 KiB
C#

using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class SwapHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
if (ctx.SenderPhase != BattleSessionPhase.AwaitingSwap)
return Array.Empty<DispatchRoute>();
var routes = new List<DispatchRoute>();
var hand = ServerBattleFrames.ComputeHandAfterSwap(BattleFrames.ExtractIdxList(ctx.Env));
// SwapResponse is always immediate — completes the sender's own mulligan UI.
routes.Add(new DispatchRoute(ctx.From, ServerBattleFrames.BuildSwapResponse(hand), false));
ctx.State.PostSwapHands[ctx.From] = hand;
ctx.SenderPhase = BattleSessionPhase.AfterReady;
// Release Ready to every swapper once all handshake-driving participants have swapped.
// IHasHandshakePhase membership IS the "participates in mulligan" set.
var swappers = new[] { ctx.A, ctx.B }.Where(p => p is IHasHandshakePhase).ToList();
if (swappers.All(ctx.State.PostSwapHands.ContainsKey))
{
foreach (var p in swappers)
{
var opponent = ReferenceEquals(p, ctx.A) ? ctx.B : ctx.A;
var idxSeed = BattleSeeds.IdxChange(ctx.State.MasterSeed, p.ViewerId);
var ready = opponent is IHasHandshakePhase
&& ctx.State.PostSwapHands.TryGetValue(opponent, out var oppoHand)
? ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p], oppoHand, idxSeed)
: ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p], idxSeed);
routes.Add(new DispatchRoute(p, ready, false));
}
}
return routes;
}
}