Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/JudgeHandler.cs
gamer147 9b8a7f1e37 refactor(battlenode): name sender-only vs both-sides handshake checks (§D)
Behavior-preserving; 231 BattleNode tests green.

FrameDispatchContext.BothAfterReady() -> BothSidesAfterReady() (7 call sites). The
4 inline `SenderPhase == AfterReady` checks in TurnEndHandler/TurnEndFinalHandler now
read a new SenderIsAfterReady property. Both carry cross-referencing docs so the
Bot-arm (sender-only) vs PvP-arm (both-sides) distinction is explicit at the type.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:49:27 -04:00

27 lines
1.3 KiB
C#

using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class JudgeHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// PvP: Judge is the handover gate. The player who sends Judge is the one TAKING OVER the
// turn (the client rule is: receive opponent TurnEnd -> SendJudge). Receiving Judge{spin}
// fires ControlTurnStartPlayer ("start MY turn"), so the {spin} must REFLECT BACK to the
// sender — NOT go to the opponent (that would make the player who just ended their turn
// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
// battleCode is dropped; spin=0 for the deterministic-turn slice.
if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
{
var frame = ctx.Env with { Body = new JudgeBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
return new[] { new DispatchRoute(ctx.From, frame, Stock.Normal) };
}
return Array.Empty<DispatchRoute>();
}
}