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SVSimServer/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs

42 lines
2.3 KiB
C#

using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
namespace SVSim.BattleNode.Sessions.Dispatch;
/// <summary>Everything a handler reads or mutates for one inbound frame. <see cref="A"/>/<see cref="B"/>
/// are the session's positional participants (preserved so handlers that iterate participants in a
/// stable order — e.g. the mulligan barrier — match the legacy switch byte-for-byte). <see cref="From"/>
/// is the sender; <see cref="Other"/> is the non-sender.</summary>
internal sealed class FrameDispatchContext
{
internal required IBattleParticipant A { get; init; }
internal required IBattleParticipant B { get; init; }
internal required IBattleParticipant From { get; init; }
internal required IBattleParticipant Other { get; init; }
internal required MsgEnvelope Env { get; init; }
internal required BattleType Type { get; init; }
internal required string BattleId { get; init; }
internal required BattleSessionState State { get; init; }
/// <summary>Sender's per-side handshake phase (null for a non-IHasHandshakePhase participant,
/// e.g. NoOpBot or the dispatch-test scripted-bot stub). Setting it advances the sender.</summary>
internal BattleSessionPhase? SenderPhase
{
get => (From as IHasHandshakePhase)?.Phase;
set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
}
/// <summary>Both participants have completed the handshake. Reads A/B (not From/Other) so the
/// result is identical regardless of which side sent the frame — matches legacy BothAfterReady.</summary>
internal bool BothAfterReady() =>
(A as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady &&
(B as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady;
/// <summary>True for any participant carrying the synthetic opponent viewer id — i.e. a
/// <c>ScriptedBotParticipant</c> OR a <c>NoOpBotParticipant</c>. Callers that must exclude Bot
/// mode rely on a preceding <c>Type == BattleType.Bot</c> guard. Mirrors the legacy
/// IsRealForwardableFromScripted guard.</summary>
internal bool IsScriptedBot(IBattleParticipant p) => p.ViewerId == ScriptedLifecycle.FakeOpponentViewerId;
}