using SVSim.BattleNode.Sessions; namespace SVSim.BattleNode.Sessions.Dispatch; /// 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 knownList. Generated tokens (cardIds mined from /// orderList add ops) are recorded into the SAME /// map via ; a reveal-gate set is still future. internal sealed class BattleSessionState { public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork; public Dictionary PostSwapHands { get; } = new(); /// Per-side idx->cardId, seeded lazily from . /// Holds deck cards (idx 1..deckCount, seeded) and generated tokens (idx>deckCount, recorded /// from add ops via ). public Dictionary> IdxToCardId { get; } = new(); /// The sender's idx->cardId map, seeding it from its on first /// use. BuildPlayerDeck assigns deck idx = position+1, so entry (i+1) -> cardIds[i]. public IReadOnlyDictionary GetOrSeedDeckMap(IBattleParticipant side) { if (!IdxToCardId.TryGetValue(side, out var map)) { map = new Dictionary(); var deck = side.Context.SelfDeckCardIds; for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i]; IdxToCardId[side] = map; } return map; } /// 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 orderList add ops by /// ; surfaced later by BuildPlayedCard when the /// token is the played card. Deck idxs (1..deckCount) and token idxs (>deckCount) don't /// collide — the client allocates token idxs after the deck. 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 } }