Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndFinalHandler.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

32 lines
1.4 KiB
C#

using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class TurnEndFinalHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 4: Bot — Judge to sender only.
if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
if (ctx.SenderPhase == BattleSessionPhase.AfterReady)
{
ctx.State.SessionPhase = BattleSessionPhase.Terminal;
// Polarity: the SENDER dealt the lethal, so From WINS / Other LOSES. This is the
// OPPOSITE of RetireKillHandler (From LOSES there — retire is self-inflicted).
// Intentional — do NOT "consistency-fix" the two handlers to match; a swap here
// silently reverses every lethal-turn outcome.
return new[]
{
new DispatchRoute(ctx.Other, ctx.Env, Stock.Normal),
new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.LifeWin), Stock.Bypass),
new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.LifeLose), Stock.Bypass),
};
}
return Array.Empty<DispatchRoute>();
}
}