refactor(battlenode): key dispatch on OpponentIsAckOnly, drop per-frame BattleType switch
Behavior-identical; 231 BattleNode tests green with ZERO test changes. The 10 handler arms no longer switch on BattleType: - 4 Bot arms gate on the new FrameDispatchContext.OpponentIsAckOnly (Other is not IHasHandshakePhase) — the participant property the audit asked for. - 6 relay arms drop the Type == Pvp guard; it was redundant with BothSidesAfterReady() (only a two-real-player session has both handshake phases). Its doc now records that. - FrameDispatchContext.Type removed (+ the Type = Type in BuildContext). BattleSession.Type stays for the session-level drop cascade. Zero test churn because the stubs already encode the split: FakeRealParticipant/ProbeParticipant implement IHasHandshakePhase, the bot stub FakeParticipant doesn't, and NewBotSession uses it as the opponent. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -15,7 +15,7 @@ internal sealed class JudgeHandler : IFrameHandler
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// start another one, stalling the loop; confirmed by the 2026-06-03 two-client capture).
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// The sender then emits TurnStart, which TurnStartHandler relays to the opponent as {spin}.
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// battleCode is dropped; spin=0 for the deterministic-turn slice.
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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if (ctx.BothSidesAfterReady())
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{
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var frame = ctx.Env with { Body = new JudgeBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.From, frame, Stock.Normal) };
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