    if ctype == "minecraft_player":
        from inmotion_cloud.agent.minecraft_player_dispatch import dispatcher

        # Keep the current node credential/client bound to this command while
        # the bounded join runs off the heartbeat thread. No auth enters the
        # player stdin payload and no separate mission/workload queue is made.
        bound_identity = {key: identity[key] for key in ("node_id", "tenant_id", "credential")}
        command_id = command["id"]

        def player_report(data):
            response = post_signed(
                client, bound_identity, "POST",
                f"/api/v1/nodes/{bound_identity['node_id']}/commands/{command_id}/result",
                {"status": "succeeded" if data.get("ok") and data.get("outcome_known") else "failed",
                 "result": data},
            )
            response.raise_for_status()

        dispatcher.submit(bound_identity, command, player_report)
        return
