refactor(battle-node): tidy residue after scripted dispatch-arm removal
Remove the now-unused SVSim.BattleNode.Lifecycle using from FrameDispatchContext (it was only needed for ScriptedLifecycle inside the deleted IsScriptedBot helper) and reword the SenderPhase doc comment so it no longer references the removed dispatch-test scripted-bot stub. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,4 +1,3 @@
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
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using SVSim.BattleNode.Sessions.Participants; // IHasHandshakePhase
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@@ -19,8 +18,8 @@ internal sealed class FrameDispatchContext
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internal required string BattleId { get; init; }
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internal required string BattleId { get; init; }
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internal required BattleSessionState State { get; init; }
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internal required BattleSessionState State { get; init; }
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/// <summary>Sender's per-side handshake phase (null for a non-IHasHandshakePhase participant,
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/// <summary>The dispatching participant's handshake phase (null for a non-IHasHandshakePhase
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/// e.g. NoOpBot or the dispatch-test scripted-bot stub). Setting it advances the sender.</summary>
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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 BattleSessionPhase? SenderPhase
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{
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{
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get => (From as IHasHandshakePhase)?.Phase;
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get => (From as IHasHandshakePhase)?.Phase;
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