Files
SVSimServer/SVSim.BattleNode/Sessions/BattleSessionPhase.cs
gamer147 77fb93f3ea fix(battle-node): real mulligan card replacement + opponent TurnStart push
Two issues caught during v1 smoke at the mulligan / first-turn boundary:

1) BuildSwapResponse ignored the player's idxList and echoed the same
   3-card hand back. The client diffs the new self[] against the Deal
   to compute "drawn cards" — empty diff against the same hand throws
   "Card swap failed: AbandonCards[X]/DrawCards[]". Replace swapped
   idxs with fresh deck idxs (initial hand was 1/2/3, deck has 4..30
   still available). Same hand must flow into Ready since the client
   diffs again there. Move the hand computation into a new helper
   ComputeHandAfterSwap and have ComputeResponses thread it through
   both BuildSwapResponse and BuildReady.

2) The client doesn't transition to the "Opponent's turn…" display
   on its own after sending TurnEnd — it waits for the server to push
   an opponent TurnStart (per prod TK2 capture line 14). Without it
   the UI just sits on the end-of-turn frame. Add a TurnEnd handler
   that pushes a minimal TurnStart{spin} and transitions to a new
   OpponentTurn phase, which IS the documented v1 stopping point.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:30:44 -04:00

17 lines
366 B
C#

namespace SVSim.BattleNode.Sessions;
/// <summary>
/// Where we are in the v1 scripted lifecycle. Drives which scripted frames the session pushes
/// in response to inbound emits.
/// </summary>
public enum BattleSessionPhase
{
AwaitingInitNetwork,
AwaitingInitBattle,
AwaitingLoaded,
AwaitingSwap,
AfterReady,
OpponentTurn,
Terminal,
}