Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs
gamer147 e982300c6d feat(battlenode): inject SessionBattleEngine into BattleSession in pure shadow (Phase 2 N1 exit)
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>
2026-06-06 15:35:35 -04:00

58 lines
3.6 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 string BattleId { get; init; }
internal required BattleSessionState State { get; init; }
/// <summary>The session's shadow engine (design ND2/F-N-6). In Phase-2 N1 it is fed in pure shadow
/// and read by no handler; N2+ handlers source opponent-facing fields from it. Always non-null;
/// <see cref="Engine.SessionBattleEngine.IsReady"/> is false until the engine is set up (and stays
/// false if headless setup is unavailable in the host — the shadow then no-ops).</summary>
internal required Engine.SessionBattleEngine Engine { get; init; }
/// <summary>The opponent is an AI-passive (ack-only) bot: it runs no handshake — no
/// <see cref="IHasHandshakePhase"/> — and receives no relayed frames (the client drives its own
/// AI; the server only acks). This is the participant property that replaces the per-handler
/// <c>BattleType.Bot</c> switch: the Bot dispatch arms gate on it. Its inverse — a live relay
/// peer — is what <see cref="BothSidesAfterReady"/> already implies (only real peers have a
/// handshake phase), so the relay arms need no separate opponent check.</summary>
internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase;
/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
internal HandshakePhase? SenderPhase
{
get => (From as IHasHandshakePhase)?.Phase;
set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
}
/// <summary>Just the SENDER has finished the handshake — says nothing about the opponent. The
/// Bot arms gate on this (the bot has no handshake phase of its own); contrast
/// <see cref="BothSidesAfterReady"/>, which the PvP arms require. The sender-only vs both-sides
/// distinction is load-bearing for the Bot/PvP split (see TurnEndHandler / TurnEndFinalHandler).</summary>
internal bool SenderIsAfterReady => SenderPhase == HandshakePhase.AfterReady;
/// <summary>BOTH participants have finished the handshake. Reads A/B (not From/Other) so the
/// result is identical regardless of which side sent the frame. Contrast
/// <see cref="SenderIsAfterReady"/> (sender only). Only a live relay peer (real player) has a
/// handshake phase, so this can only be true in a two-real-player (PvP) session — the relay
/// dispatch arms gate on this instead of a <c>BattleType</c> check (an ack-only bot opponent,
/// <see cref="OpponentIsAckOnly"/>, can never satisfy it).</summary>
internal bool BothSidesAfterReady() =>
(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
}