namespace SVSim.BattleNode.Sessions.Dispatch;
/// Mutable per-session state shared across frame handlers. Today: the session-level
/// phase (only ever advanced to ) and the mulligan
/// barrier's post-swap hands. FUTURE (PvP equivalency, NOT this refactor): per-side idx->cardId
/// maps + reveal-gating state land here.
internal sealed class BattleSessionState
{
public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public Dictionary PostSwapHands { get; } = new();
}