namespace SVSim.BattleNode.Sessions; /// /// How a pushed frame interacts with the per-participant OutboundSequencer: whether it /// gets a playSeq and is archived for ordered replay, or bypasses both. Replaces a bare /// (and negatively-named) bool noStock threaded through /// and — the literal true/false at call sites gave /// no hint which sense was which, and was trivial to invert. /// public enum Stock { /// Gameplay frame: assign the next playSeq and archive it for ordered replay. Normal = 0, /// Control frame (BattleFinish, JudgeResult, ack): bypass playSeq assignment + archive. Bypass = 1, }