using SVSim.BattleNode.Lifecycle; using SVSim.BattleNode.Protocol; 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 { /// The one random value chosen per battle. Every per-battle RNG (shared effect seed, /// each side's deck shuffle + idxChangeSeed) derives from it via . /// Logged at session start so a battle's randomness is reproducible (future replay). public int MasterSeed { get; } /// Test hook — production uses the random default. public BattleSessionState(int? masterSeed = null) => MasterSeed = masterSeed ?? Random.Shared.Next(); private readonly Dictionary> _shuffledDecks = new(); /// This side's deck, shuffled deterministically from /// (Fisher–Yates). Cached per side. Both the wire selfDeck (Matched) and the reveal map /// () read this, so they share one shuffled order. public IReadOnlyList GetShuffledDeck(IBattleParticipant side) { if (_shuffledDecks.TryGetValue(side, out var cached)) return cached; var deck = side.Context.SelfDeckCardIds.ToArray(); var rng = new Random(BattleSeeds.DeckShuffle(MasterSeed, side.ViewerId)); for (var i = deck.Length - 1; i > 0; i--) { var j = rng.Next(i + 1); (deck[i], deck[j]) = (deck[j], deck[i]); } _shuffledDecks[side] = deck; return deck; } public SessionLifecycle Lifecycle { get; set; } = SessionLifecycle.Active; 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 order on /// first use. Deck idx = position+1 in the shuffled order, so entry (i+1) -> shuffledDeck[i]. The /// wire selfDeck (Matched) is built from the same shuffled order, so the two agree. public IReadOnlyDictionary GetOrSeedDeckMap(IBattleParticipant side) { if (!IdxToCardId.TryGetValue(side, out var map)) { map = new Dictionary(); var deck = GetShuffledDeck(side); 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 } /// Mine generated-token identities from a sender's orderList add ops and /// record each into the correct side's map. isSelf:1 → the sender's own token (); isSelf:0 → a cross-side gift living at that idx in the OPPONENT's index /// space () — isSelf is the sender's perspective tag on /// CardObj.IsPlayer (RegisterToken.cs:22), and a card has a single CardObj.Index, so /// the gifted idx is the same slot in the recipient's own map (the one consulted when the recipient /// later plays it). Shared by PlayActionsHandler and EchoHandler — an Echo's orderList /// carries the same add-op shape (SendCardDataMaker.MakeEchoData), so both mine identically; /// Echo is mined but never relayed. public void RecordTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList) { // TRUST: isSelf is the SENDER's own perspective flag and idx is unbounded, while RecordToken // overwrites-on-conflict. A buggy/malicious sender could pass isSelf:0 with a deck-range idx to // rewrite the OPPONENT's card identity at a seeded slot. Acceptable for the current trusted-LAN // relay; if peers ever become untrusted, gate on `idx > deckCount` here (generated tokens always // allocate past the deck) so a sender can't forge over seeded deck cards. foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineAddOps(orderList)) RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId); } /// Mine + record choice/Discover-token picks () /// into the correct side's map, by the same isSelf routing as . /// The chosen cardId rides the generating send's keyAction.selectCard (not the orderList add /// op, which carries candidates only); recorded regardless of the choice's open visibility — /// an unplayed idx is never queried, so a stray record is harmless. public void RecordChoicePicksFrom(IBattleParticipant from, IBattleParticipant other, object? orderList, object? keyAction) { foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineChoicePicks(orderList, keyAction)) RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId); } /// Mine + record copy/clone-token identities () /// into the correct side's map. A copy's source lives at baseIdx in the actor's own index /// space, so the resolution side == the record side, both selected by the same isSelf routing /// as . Passing the LIVE per-side maps (via /// , not snapshots) lets a copy that references a plain/choice token /// added earlier THIS frame resolve — provided this runs AFTER /// / (the handler orders it last). /// Seeding both maps up front matters because a copy-only frame (no concrete/choice add) would never /// have hit yet, leaving the maps unseeded. public void RecordCopyTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList) { var selfMap = GetOrSeedDeckMap(from); var otherMap = GetOrSeedDeckMap(other); foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineCopyTokens(orderList, selfMap, otherMap)) RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId); } }