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);