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. FUTURE: a token map (cardIds mined from /// orderList add ops, idx>30) + a reveal-gate set land alongside . internal sealed class BattleSessionState { public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork; public Dictionary PostSwapHands { get; } = new(); /// Per-side idx->cardId, seeded lazily from . /// Deck cards only (idx 1..deckCount); tokens (idx>deckCount) are deferred. 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; } }