feat(battle-node): reveal generated tokens on play via remembered identity

PlayActionsHandler mines add ops into BattleSessionState.RecordToken each
frame; a token played in a later frame now synthesizes a knownList from the
remembered cardId instead of degrading. Bullet-3 audit F1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 23:36:44 -04:00
parent b6af8bfb7d
commit d8b5ef950d
3 changed files with 71 additions and 7 deletions

View File

@@ -4,15 +4,17 @@ namespace SVSim.BattleNode.Sessions.Dispatch;
/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
/// synthesize the opponent-facing <c>knownList</c>. FUTURE: a token map (cardIds mined from
/// orderList <c>add</c> ops, idx>30) + a reveal-gate set land alongside <see cref="IdxToCardId"/>.</summary>
/// synthesize the opponent-facing <c>knownList</c>. Generated tokens (cardIds mined from
/// orderList <c>add</c> ops) are recorded into the SAME
/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
internal sealed class BattleSessionState
{
public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
/// Deck cards only (idx 1..deckCount); tokens (idx>deckCount) are deferred.</summary>
/// Holds deck cards (idx 1..deckCount, seeded) and generated tokens (idx>deckCount, recorded
/// from add ops via <see cref="RecordToken"/>).</summary>
public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
@@ -28,4 +30,15 @@ internal sealed class BattleSessionState
}
return map;
}
/// <summary>Record a generated token's identity into the side's idx->cardId map (the same map
/// that holds deck cards). Mined from the sender's <c>orderList</c> <c>add</c> ops by
/// <see cref="KnownListBuilder.MineAddOps"/>; surfaced later by <c>BuildPlayedCard</c> when the
/// token is the played card. Deck idxs (1..deckCount) and token idxs (&gt;deckCount) don't
/// collide — the client allocates token idxs after the deck.</summary>
public void RecordToken(IBattleParticipant side, int idx, long cardId)
{
GetOrSeedDeckMap(side); // ensure the per-side map exists (deck-seeded)
IdxToCardId[side][idx] = cardId; // overwrite-on-conflict: latest identity wins
}
}

View File

@@ -5,8 +5,9 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
/// oppoTargetList, drops orderList, consumes keyAction. Token plays (idx>deck) degrade silently to
/// {playIdx,type} (no knownList). Bot drop (no rule).</summary>
/// oppoTargetList, drops orderList, consumes keyAction.
/// Token plays resolve their cardId from add ops mined on earlier frames; an un-generated token
/// idx still degrades to {playIdx,type} (no knownList). Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
@@ -18,8 +19,15 @@ internal sealed class PlayActionsHandler : IFrameHandler
var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("playIdx"));
var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("type"));
var orderList = entries.GetValueOrDefault("orderList");
// Mine generated-token identities from this frame's add ops into the sender's idx->cardId
// map, so a token played in a LATER frame resolves its cardId (bullet-3 audit F1).
foreach (var (idx, cardId) in KnownListBuilder.MineAddOps(orderList))
ctx.State.RecordToken(ctx.From, idx, cardId);
var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, entries.GetValueOrDefault("orderList"));
var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, orderList);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault("targetList"));
var body = new PlayActionsBroadcastBody(