Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/SwapHandler.cs

40 lines
1.7 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 = ScriptedLifecycle.ComputeHandAfterSwap(BattleFrames.ExtractIdxList(ctx.Env));
// SwapResponse is always immediate — completes the sender's own mulligan UI.
routes.Add(new DispatchRoute(ctx.From, ScriptedLifecycle.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 ready = opponent is IHasHandshakePhase
&& ctx.State.PostSwapHands.TryGetValue(opponent, out var oppoHand)
? ScriptedLifecycle.BuildReady(ctx.State.PostSwapHands[p], oppoHand)
: ScriptedLifecycle.BuildReady(ctx.State.PostSwapHands[p]);
routes.Add(new DispatchRoute(p, ready, false));
}
}
return routes;
}
}