namespace SVSim.BattleNode.Bridge;
///
/// Per-battle player snapshot captured at do_matching time and replayed into the
/// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
/// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching
/// and WS connect have no effect on the in-battle render.
/// FOOTGUN: as a record holding (an IReadOnlyList), the
/// synthesized value-equality is reference-based on that list — see .
/// Don't use as a dict key / Distinct() operand without content equality.
///
public sealed record MatchContext(
// Player's drafted deck — exactly 30 entries, idx 1..30 paired with the chosen cardIds
// in the order this list provides them. Producer is responsible for the count.
IReadOnlyList SelfDeckCardIds,
// Player class + leader (BattleStartSelfInfo)
/// The player's class. Rendered onto the wire classId as "1".."8" via
/// ; a closed set, so it's typed, not stringly.
CardClass ClassId,
/// Leader/skin id on the wire charaId. FREE-FORM, not a class enum: it's the
/// equipped leader-skin id (e.g. "5000123") when one is chosen, else the class ordinal
/// ("1".."8"). Passed through verbatim — the node never interprets it.
string CharaId,
string CardMasterName, // current card-master, e.g. "card_master_node_10015"
// Player cosmetics (MatchedSelfInfo)
/// Account region code, wire country_code. OPEN-ENDED account data (any value,
/// possibly empty); the node never branches on it. names the values
/// seen in captures.
string CountryCode,
string UserName,
string SleeveId,
string EmblemId,
string DegreeId,
int FieldId,
int IsOfficial, // 0 or 1
// Battle-mode hint (the prod do_matching mode id). Named BattleModeId, NOT BattleType, to
// avoid colliding with the enum (Pvp/Bot) — a different axis.
// Known values live in (currently just TK2 == 11). Future modes add
// their own constant.
int BattleModeId);