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. /// 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) string ClassId, // "1".."8" string CharaId, // "1".."8" — equals ClassId when no leader skin chosen string CardMasterName, // current card-master, e.g. "card_master_node_10015" // Player cosmetics (MatchedSelfInfo) string CountryCode, // "KOR", "JPN", ... 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);