The engine is constructed per session, seated once from the master seed + both shuffled decks (F-N-5), and fed each frame via ShadowIngest — all inside a try/catch in ComputeFrames so a shadow failure can never break live dispatch (ND1/ND6). Routes still come from the existing handlers: wire output is byte-for-byte unchanged. FrameDispatchContext gains the Engine ref for N2+. csproj: PrivateAssets=compile on the engine ref so its global-namespace type surface (MessagePackSerializer, UserConfig, UserCard, ChallengeConfig, ...) does not leak transitively into SVSim.EmulatedEntrypoint (which references BattleNode) and collide with that project's own types; the runtime DLL still flows. All 238 BattleNode unit tests pass; EmulatedEntrypoint builds clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
58 lines
3.6 KiB
C#
58 lines
3.6 KiB
C#
using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Everything a handler reads or mutates for one inbound frame. <see cref="A"/>/<see cref="B"/>
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/// are the session's positional participants (preserved so handlers that iterate participants in a
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/// stable order — e.g. the mulligan barrier — match the legacy switch byte-for-byte). <see cref="From"/>
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/// is the sender; <see cref="Other"/> is the non-sender.</summary>
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internal sealed class FrameDispatchContext
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{
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internal required IBattleParticipant A { get; init; }
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internal required IBattleParticipant B { get; init; }
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internal required IBattleParticipant From { get; init; }
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internal required IBattleParticipant Other { get; init; }
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internal required MsgEnvelope Env { get; init; }
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internal required string BattleId { get; init; }
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internal required BattleSessionState State { get; init; }
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/// <summary>The session's shadow engine (design ND2/F-N-6). In Phase-2 N1 it is fed in pure shadow
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/// and read by no handler; N2+ handlers source opponent-facing fields from it. Always non-null;
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/// <see cref="Engine.SessionBattleEngine.IsReady"/> is false until the engine is set up (and stays
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/// false if headless setup is unavailable in the host — the shadow then no-ops).</summary>
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internal required Engine.SessionBattleEngine Engine { get; init; }
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/// <summary>The opponent is an AI-passive (ack-only) bot: it runs no handshake — no
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/// <see cref="IHasHandshakePhase"/> — and receives no relayed frames (the client drives its own
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/// AI; the server only acks). This is the participant property that replaces the per-handler
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/// <c>BattleType.Bot</c> switch: the Bot dispatch arms gate on it. Its inverse — a live relay
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/// peer — is what <see cref="BothSidesAfterReady"/> already implies (only real peers have a
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/// handshake phase), so the relay arms need no separate opponent check.</summary>
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internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase;
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/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
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/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
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internal HandshakePhase? SenderPhase
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{
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get => (From as IHasHandshakePhase)?.Phase;
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set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
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}
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/// <summary>Just the SENDER has finished the handshake — says nothing about the opponent. The
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/// Bot arms gate on this (the bot has no handshake phase of its own); contrast
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/// <see cref="BothSidesAfterReady"/>, which the PvP arms require. The sender-only vs both-sides
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/// distinction is load-bearing for the Bot/PvP split (see TurnEndHandler / TurnEndFinalHandler).</summary>
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internal bool SenderIsAfterReady => SenderPhase == HandshakePhase.AfterReady;
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/// <summary>BOTH participants have finished the handshake. Reads A/B (not From/Other) so the
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/// result is identical regardless of which side sent the frame. Contrast
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/// <see cref="SenderIsAfterReady"/> (sender only). Only a live relay peer (real player) has a
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/// handshake phase, so this can only be true in a two-real-player (PvP) session — the relay
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/// dispatch arms gate on this instead of a <c>BattleType</c> check (an ack-only bot opponent,
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/// <see cref="OpponentIsAckOnly"/>, can never satisfy it).</summary>
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internal bool BothSidesAfterReady() =>
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(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
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}
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