Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/RetireKillHandler.cs
gamer147 7d4da69f22 refactor(battlenode): low-churn §B/§D/§E/§F quality cleanups
Behavior-preserving; 231 BattleNode tests green.

- §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try");
  SocketIoFrame.AckResponse arg -> pubSeqEcho.
- §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal
  moved to its config home); deck-idx 4L -> InitialHand.Length + 1.
- §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase
  JsonSerializerOptions in EngineIoHandshake and MsgEnvelope.
- §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins)
  and RetireKillHandler (From loses).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:06:44 -04:00

20 lines
857 B
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class RetireKillHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
ctx.State.SessionPhase = BattleSessionPhase.Terminal;
// Polarity: the SENDER retired, so From LOSES / Other WINS. This is the OPPOSITE of
// TurnEndFinalHandler (From WINS there — sender dealt the lethal). Intentional — do NOT
// "consistency-fix" the two handlers to match; a swap here silently reverses every retire.
return new[]
{
new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.RetireLose), Stock.Bypass),
new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.RetireWin), Stock.Bypass),
};
}
}