namespace SVSim.BattleNode.Sessions; /// /// Session-global lifecycle. A battle stays until a terminal event — a lethal /// TurnEndFinal, a Retire/Kill, or the disconnect drop cascade — flips it to , /// after which the drop cascade will not synthesize another BattleFinish. Distinct from the /// per-participant (which side reached which setup step); this is one /// axis per battle. Only these two states are load-bearing — the handshake progression lives on the /// other enum. /// public enum SessionLifecycle { Active, Terminal, }