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>
27 lines
1.3 KiB
C#
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>();
|
|
}
|
|
}
|