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);