Behavior-identical; 231 BattleNode tests green with ZERO test changes. The 10 handler arms no longer switch on BattleType: - 4 Bot arms gate on the new FrameDispatchContext.OpponentIsAckOnly (Other is not IHasHandshakePhase) — the participant property the audit asked for. - 6 relay arms drop the Type == Pvp guard; it was redundant with BothSidesAfterReady() (only a two-real-player session has both handshake phases). Its doc now records that. - FrameDispatchContext.Type removed (+ the Type = Type in BuildContext). BattleSession.Type stays for the session-level drop cascade. Zero test churn because the stubs already encode the split: FakeRealParticipant/ProbeParticipant implement IHasHandshakePhase, the bot stub FakeParticipant doesn't, and NewBotSession uses it as the opponent. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
35 lines
1.3 KiB
C#
35 lines
1.3 KiB
C#
using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class LoadedHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
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if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
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{
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ctx.SenderPhase = HandshakePhase.AwaitingSwap;
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return Array.Empty<DispatchRoute>();
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}
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// case 6: general — BattleStart (per-perspective) + Deal to the sender.
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if (ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
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{
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// A goes first deterministically; B goes second.
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var turnState = ReferenceEquals(ctx.From, ctx.A) ? TurnState.First : TurnState.Second;
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var r = new List<DispatchRoute>
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{
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new(ctx.From, ServerBattleFrames.BuildBattleStart(
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ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, turnState), Stock.Normal),
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new(ctx.From, ServerBattleFrames.BuildDeal(), Stock.Normal),
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};
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ctx.SenderPhase = HandshakePhase.AwaitingSwap;
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return r;
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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