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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@@ -8,14 +8,14 @@ internal sealed class LoadedHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 3: Bot — silent (client populates opponent state from AIBattleStart HTTP data).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
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{
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ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
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ctx.SenderPhase = HandshakePhase.AwaitingSwap;
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return Array.Empty<DispatchRoute>();
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}
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// case 6: general — BattleStart (per-perspective) + Deal to the sender.
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if (ctx.SenderPhase == BattleSessionPhase.AwaitingLoaded)
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if (ctx.SenderPhase == HandshakePhase.AwaitingLoaded)
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{
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// A goes first deterministically; B goes second.
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var turnState = ReferenceEquals(ctx.From, ctx.A) ? TurnState.First : TurnState.Second;
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@@ -25,7 +25,7 @@ internal sealed class LoadedHandler : IFrameHandler
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ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, turnState), Stock.Normal),
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new(ctx.From, ServerBattleFrames.BuildDeal(), Stock.Normal),
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};
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ctx.SenderPhase = BattleSessionPhase.AwaitingSwap;
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ctx.SenderPhase = HandshakePhase.AwaitingSwap;
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return r;
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}
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