refactor(battlenode): split BattleSessionPhase into HandshakePhase + SessionLifecycle
Behavior-preserving; 231 BattleNode tests green. One enum conflated two axes. Split: - HandshakePhase (per participant): AwaitingInitNetwork..AfterReady. On IHasHandshakePhase.Phase, FrameDispatchContext.SenderPhase, the handler gates. - SessionLifecycle (per battle): Active | Terminal. On the renamed BattleSessionState.Lifecycle (was SessionPhase, defaulting to a handshake value) and BattleSession.Lifecycle (was Phase). Reads are only != Terminal, so the Active default is behavior-identical. OpponentTurn was dead (never assigned) -> dropped. BattleSessionPhase deleted; the two axes can no longer be cross-assigned. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -20,7 +20,7 @@ internal sealed class FrameDispatchContext
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/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
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/// participant, e.g. NoOpBot). Setting it advances the sender.</summary>
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internal BattleSessionPhase? SenderPhase
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internal HandshakePhase? SenderPhase
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{
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get => (From as IHasHandshakePhase)?.Phase;
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set { if (From is IHasHandshakePhase p && value is { } v) p.Phase = v; }
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@@ -29,6 +29,6 @@ internal sealed class FrameDispatchContext
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/// <summary>Both participants have completed the handshake. Reads A/B (not From/Other) so the
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/// result is identical regardless of which side sent the frame — matches legacy BothAfterReady.</summary>
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internal bool BothAfterReady() =>
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(A as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == BattleSessionPhase.AfterReady;
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(A as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady &&
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(B as IHasHandshakePhase)?.Phase == HandshakePhase.AfterReady;
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}
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