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,
}