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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@@ -8,12 +8,12 @@ internal sealed class TurnEndHandler : IFrameHandler
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// case 4: Bot — Judge to sender only (no real opponent; client flips back to its local AI).
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == BattleSessionPhase.AfterReady)
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if (ctx.Type == BattleType.Bot && ctx.SenderPhase == HandshakePhase.AfterReady)
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return new[] { new DispatchRoute(ctx.From, BattleFrames.BuildJudgeBroadcast(), Stock.Normal) };
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// case 8: general AfterReady arm — PvP forwards a {turnState} TurnEnd to the opponent
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// (handover gate). Any non-Pvp non-Bot type that reaches AfterReady consumes the frame.
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if (ctx.SenderPhase == BattleSessionPhase.AfterReady)
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if (ctx.SenderPhase == HandshakePhase.AfterReady)
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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