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