feat(battle-node): per-side idx->cardId map on BattleSessionState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,11 +1,31 @@
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using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Mutable per-session state shared across frame handlers. Today: the session-level
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/// phase (only ever advanced to <see cref="BattleSessionPhase.Terminal"/>) and the mulligan
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/// barrier's post-swap hands. FUTURE (PvP equivalency, NOT this refactor): per-side idx->cardId
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/// maps + reveal-gating state land here.</summary>
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/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
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/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
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/// synthesize the opponent-facing <c>knownList</c>. FUTURE: a token map (cardIds mined from
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/// orderList <c>add</c> ops, idx>30) + a reveal-gate set land alongside <see cref="IdxToCardId"/>.</summary>
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internal sealed class BattleSessionState
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{
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public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
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/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
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/// Deck cards only (idx 1..deckCount); tokens (idx>deckCount) are deferred.</summary>
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public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
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/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
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/// use. <c>BuildPlayerDeck</c> assigns deck idx = position+1, so entry (i+1) -> cardIds[i].</summary>
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public IReadOnlyDictionary<int, long> GetOrSeedDeckMap(IBattleParticipant side)
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{
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if (!IdxToCardId.TryGetValue(side, out var map))
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{
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map = new Dictionary<int, long>();
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var deck = side.Context.SelfDeckCardIds;
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for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i];
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IdxToCardId[side] = map;
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}
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return map;
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}
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}
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@@ -0,0 +1,50 @@
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using NUnit.Framework;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.BattleNode.Sessions.Dispatch;
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namespace SVSim.UnitTests.BattleNode.Sessions;
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[TestFixture]
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public class BattleSessionStateTests
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{
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private sealed class StubParticipant : IBattleParticipant
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{
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public long ViewerId { get; }
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public MatchContext Context { get; }
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public event Func<SVSim.BattleNode.Protocol.MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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public StubParticipant(long id, MatchContext ctx) { ViewerId = id; Context = ctx; }
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public Task PushAsync(SVSim.BattleNode.Protocol.MsgEnvelope e, bool n, CancellationToken c) => Task.CompletedTask;
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public Task RunAsync(CancellationToken c) => Task.CompletedTask;
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public Task TerminateAsync(BattleFinishReason r) => Task.CompletedTask;
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public ValueTask DisposeAsync() => ValueTask.CompletedTask;
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private void Touch() => FrameEmitted?.Invoke(null!, default);
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}
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private static MatchContext Ctx(params long[] deck) => new(
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SelfDeckCardIds: deck, ClassId: "1", CharaId: "1", CardMasterName: "cm",
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CountryCode: "KOR", UserName: "P", SleeveId: "0", EmblemId: "0", DegreeId: "0",
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FieldId: 0, IsOfficial: 0, BattleType: 11);
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[Test]
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public void GetOrSeedDeckMap_maps_idx_1based_to_deck_cardIds()
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{
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var state = new BattleSessionState();
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var p = new StubParticipant(1, Ctx(900L, 901L, 902L));
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var map = state.GetOrSeedDeckMap(p);
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Assert.That(map[1], Is.EqualTo(900L));
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Assert.That(map[2], Is.EqualTo(901L));
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Assert.That(map[3], Is.EqualTo(902L));
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Assert.That(map.ContainsKey(4), Is.False);
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}
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[Test]
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public void GetOrSeedDeckMap_is_idempotent_same_instance()
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{
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var state = new BattleSessionState();
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var p = new StubParticipant(1, Ctx(900L));
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Assert.That(state.GetOrSeedDeckMap(p), Is.SameAs(state.GetOrSeedDeckMap(p)));
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}
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}
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