Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs
gamer147 8085119439 refactor(battle-node): tidy residue after scripted dispatch-arm removal
Remove the now-unused SVSim.BattleNode.Lifecycle using from
FrameDispatchContext (it was only needed for ScriptedLifecycle inside
the deleted IsScriptedBot helper) and reword the SenderPhase doc comment
so it no longer references the removed dispatch-test scripted-bot stub.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:06:25 -04:00

35 lines
1.8 KiB
C#

using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
namespace SVSim.BattleNode.Sessions.Dispatch;
/// <summary>Everything a handler reads or mutates for one inbound frame. <see cref="A"/>/<see cref="B"/>
/// are the session's positional participants (preserved so handlers that iterate participants in a
/// stable order — e.g. the mulligan barrier — match the legacy switch byte-for-byte). <see cref="From"/>
/// is the sender; <see cref="Other"/> is the non-sender.</summary>
internal sealed class FrameDispatchContext
{
internal required IBattleParticipant A { get; init; }
internal required IBattleParticipant B { get; init; }
internal required IBattleParticipant From { get; init; }
internal required IBattleParticipant Other { get; init; }
internal required MsgEnvelope Env { get; init; }
internal required BattleType Type { get; init; }
internal required string BattleId { get; init; }
internal required BattleSessionState State { get; init; }
/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
internal BattleSessionPhase? SenderPhase
{
get => (From as IHasHandshakePhase)?.Phase;
set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
}
/// <summary>Both participants have completed the handshake. Reads A/B (not From/Other) so the
/// result is identical regardless of which side sent the frame — matches legacy BothAfterReady.</summary>
internal bool BothAfterReady() =>
(A as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady &&
(B as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady;
}