diff --git a/SVSim.BattleNode/Sessions/BattleSession.cs b/SVSim.BattleNode/Sessions/BattleSession.cs
index cd2853c..b70d967 100644
--- a/SVSim.BattleNode/Sessions/BattleSession.cs
+++ b/SVSim.BattleNode/Sessions/BattleSession.cs
@@ -71,7 +71,7 @@ public sealed class BattleSession
new()
{
A = A, B = B, From = from, Other = ReferenceEquals(from, A) ? B : A,
- Env = env, Type = Type, BattleId = BattleId, State = _state,
+ Env = env, BattleId = BattleId, State = _state,
};
public BattleSession(string battleId, BattleType type, IBattleParticipant a, IBattleParticipant b,
diff --git a/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs b/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs
index 8fe1a59..3cce6e4 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs
@@ -14,10 +14,17 @@ internal sealed class FrameDispatchContext
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; }
+ /// The opponent is an AI-passive (ack-only) bot: it runs no handshake — no
+ /// — 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
+ /// BattleType.Bot switch: the Bot dispatch arms gate on it. Its inverse — a live relay
+ /// peer — is what already implies (only real peers have a
+ /// handshake phase), so the relay arms need no separate opponent check.
+ internal bool OpponentIsAckOnly => Other is not IHasHandshakePhase;
+
/// The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
/// participant, e.g. NoOpBot). Setting it advances the sender.
internal HandshakePhase? SenderPhase
@@ -34,7 +41,10 @@ internal sealed class FrameDispatchContext
/// 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
- /// (sender only).
+ /// (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 BattleType check (an ack-only bot opponent,
+ /// , can never satisfy it).
internal bool BothSidesAfterReady() =>
(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/EchoHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/EchoHandler.cs
index 4aa4da3..0f4e015 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/EchoHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/EchoHandler.cs
@@ -13,7 +13,7 @@ internal sealed class EchoHandler : IFrameHandler
{
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
- if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
+ if (ctx.BothSidesAfterReady())
{
var orderList = (ctx.Env.Body as RawBody)?.Entries.GetValueOrDefault(WireKeys.OrderList);
ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs
index 211abba..66144c1 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/InitBattleHandler.cs
@@ -8,7 +8,7 @@ internal sealed class InitBattleHandler : IFrameHandler
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
// case 2: Bot — ack only, NO Matched (Matched would corrupt client opponent info).
- if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
+ if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingInitBattle)
{
var r = new List
{
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/JudgeHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/JudgeHandler.cs
index b8a92a1..87019c4 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/JudgeHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/JudgeHandler.cs
@@ -15,7 +15,7 @@ internal sealed class JudgeHandler : IFrameHandler
// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
// battleCode is dropped; spin=0 for the deterministic-turn slice.
- if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
+ if (ctx.BothSidesAfterReady())
{
var frame = ctx.Env with { Body = new JudgeBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
return new[] { new DispatchRoute(ctx.From, frame, Stock.Normal) };
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs
index 31c114e..3c31893 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/LoadedHandler.cs
@@ -8,7 +8,7 @@ internal sealed class LoadedHandler : IFrameHandler
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
- if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
+ if (ctx.OpponentIsAckOnly && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
{
ctx.SenderPhase = HandshakePhase.AwaitingSwap;
return Array.Empty();
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
index 58e6e3c..3a5eeaf 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
@@ -14,7 +14,7 @@ internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
- if (ctx.Type != BattleType.Pvp || !ctx.BothSidesAfterReady())
+ if (!ctx.BothSidesAfterReady())
return Array.Empty();
var entries = (ctx.Env.Body as RawBody)?.Entries ?? new Dictionary();
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs
index f685299..dd5ce8d 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs
@@ -9,7 +9,7 @@ internal sealed class TurnEndActionsHandler : IFrameHandler
{
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
- if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
+ if (ctx.BothSidesAfterReady())
{
var frame = ctx.Env with { Body = new RawBody(new Dictionary()) };
return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndFinalHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndFinalHandler.cs
index aadaccd..900da56 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndFinalHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndFinalHandler.cs
@@ -7,7 +7,7 @@ internal sealed class TurnEndFinalHandler : IFrameHandler
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
// case 4: Bot — Judge to sender only.
- if (ctx.Type == BattleType.Bot && ctx.SenderIsAfterReady)
+ if (ctx.OpponentIsAckOnly && ctx.SenderIsAfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
// case 9: general — forward the envelope to other + paired BattleFinish + Terminal.
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndHandler.cs
index e33bc11..24d4006 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndHandler.cs
@@ -8,14 +8,14 @@ internal sealed class TurnEndHandler : IFrameHandler
public IReadOnlyList Handle(FrameDispatchContext ctx)
{
// case 4: Bot — Judge to sender only (no real opponent; client flips back to its local AI).
- if (ctx.Type == BattleType.Bot && ctx.SenderIsAfterReady)
+ if (ctx.OpponentIsAckOnly && ctx.SenderIsAfterReady)
return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
// case 8: general AfterReady arm — PvP forwards a {turnState} TurnEnd to the opponent
// (handover gate). Any non-Pvp non-Bot type that reaches AfterReady consumes the frame.
if (ctx.SenderIsAfterReady)
{
- if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
+ if (ctx.BothSidesAfterReady())
{
// Opponent sees {turnState}; receiving TurnEnd drives ITS SendJudge (handover gate):
// the opponent (the turn taker-over) then sends a Judge, which JudgeHandler reflects
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnStartHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnStartHandler.cs
index ef009d3..74809bc 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnStartHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnStartHandler.cs
@@ -10,7 +10,7 @@ internal sealed class TurnStartHandler : IFrameHandler
{
// PvP: the active player's TurnStart{orderList} is dropped; the opponent receives {spin}
// (spin=0 for the deterministic-turn slice) and self-generates its turn-open.
- if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
+ if (ctx.BothSidesAfterReady())
{
var frame = ctx.Env with { Body = new OpponentTurnStartBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };