Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs
gamer147 3f5d97cb2f feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed
InitBattle now emits Stable(master) as the shared effect seed and the master-
shuffled deck as selfDeck; Swap emits each recipient's per-side IdxChange seed.
BattleSession exposes + logs the master seed per battle for future replay.
Updated lifecycle/dispatch/integration tests (deck assertions now permutation-
based since selfDeck is shuffled).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:20:51 -04:00

38 lines
1.4 KiB
C#

using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
internal sealed class InitBattleHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
// case 2: Bot — ack only, NO Matched (Matched would corrupt client opponent info).
if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AwaitingInitBattle)
{
var r = new List<DispatchRoute>
{
new(ctx.From, BattleFrames.BuildAck(NetworkBattleUri.InitBattle), true),
};
ctx.SenderPhase = BattleSessionPhase.AwaitingLoaded;
return r;
}
// case 5: general — push Matched (per-perspective) to the sender only.
if (ctx.SenderPhase == BattleSessionPhase.AwaitingInitBattle)
{
var r = new List<DispatchRoute>
{
new(ctx.From, ServerBattleFrames.BuildMatched(
ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, ctx.Other.ViewerId,
ctx.BattleId, BattleSeeds.Stable(ctx.State.MasterSeed),
ctx.State.GetShuffledDeck(ctx.From)), false),
};
ctx.SenderPhase = BattleSessionPhase.AwaitingLoaded;
return r;
}
return Array.Empty<DispatchRoute>();
}
}