Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/JudgeHandler.cs
gamer147 ca9ad5db8f refactor(battle-node): remove scripted-bot test-stub arms from dispatch handlers
The IsScriptedBot(ctx.From) forwards in JudgeHandler/TurnStartHandler/TurnEndHandler
and the 'if Type==Scripted' raw-forward only ever fired for ScriptedBotParticipant
emissions; NoOpBot (Bot mode) never emits, so they are dead. Routing is now purely
PvP-vs-Bot. Drops the IsScriptedBot helper.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:00:57 -04:00

26 lines
1.2 KiB
C#

using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class JudgeHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// PvP: Judge is the handover gate. The player who sends Judge is the one TAKING OVER the
// turn (the client rule is: receive opponent TurnEnd -> SendJudge). Receiving Judge{spin}
// fires ControlTurnStartPlayer ("start MY turn"), so the {spin} must REFLECT BACK to the
// sender — NOT go to the opponent (that would make the player who just ended their turn
// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
// battleCode is dropped; spin=0 for the deterministic-turn slice.
if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
{
var frame = ctx.Env with { Body = new JudgeBody(Spin: 0) };
return new[] { new DispatchRoute(ctx.From, frame, false) };
}
return Array.Empty<DispatchRoute>();
}
}