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

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.SenderIsAfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
if (ctx.SenderIsAfterReady)
{
ctx.State.Lifecycle = SessionLifecycle.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>();
}
}