Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs
gamer147 e70f32db79 refactor(battlenode): close §A boolean-blindness items (MinedToken, Stock, KeyActionType)
Behavior-preserving; 231 BattleNode tests green.

- MinedToken record struct replaces the transpose-prone (int Idx, long CardId,
  CardOwner IsSelf) tuple returned by KnownListBuilder.Mine*. Positional deconstruct
  keeps the Record*From call sites unchanged.
- enum Stock { Normal, Bypass } replaces the negative `bool noStock` on
  IBattleParticipant.PushAsync and DispatchRoute, threaded through both participants,
  BattleSession, and all handler construction sites.
- enum KeyActionType mirrors the client's SendKeyActionDataManager.KeyActionType;
  the StripKeyActionForOpponent guard compares named values, KeyActionEntry.Type is
  the enum (wire-identical via JsonNumberEnumConverter).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 22:53:32 -04:00

35 lines
1.3 KiB
C#

using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class LoadedHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
{
ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
return Array.Empty<DispatchRoute>();
}
// case 6: general — BattleStart (per-perspective) + Deal to the sender.
if (ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
{
// A goes first deterministically; B goes second.
var turnState = ReferenceEquals(ctx.From, ctx.A) ? TurnState.First : TurnState.Second;
var r = new List<DispatchRoute>
{
new(ctx.From, ServerBattleFrames.BuildBattleStart(
ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, turnState), Stock.Normal),
new(ctx.From, ServerBattleFrames.BuildDeal(), Stock.Normal),
};
ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
return r;
}
return Array.Empty<DispatchRoute>();
}
}