using System.Collections.Immutable;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Lifecycle;
///
/// Server-authored battle frames pushed to the client during match setup and teardown
/// (Matched / BattleStart / Deal / Swap response / Ready) plus the post-mulligan hand
/// computation. Used by every battle mode's handshake/mulligan dispatch arms. Hardcoded
/// values are templated from the TK2 prod captures (battle-traffic_tk2_*.ndjson); see
/// for provenance.
///
public static class ServerBattleFrames
{
///
/// Viewer id we present as the opponent on every server-authored opponent push. Out-of-range
/// vs. real viewer ids so it can't collide with a real account in the auth pipeline.
///
public const long FakeOpponentViewerId = 999_999_999L;
public static MsgEnvelope BuildMatched(
MatchContext selfCtx, MatchContext oppoCtx,
long selfViewerId, long oppoViewerId,
string battleId, int seed, IReadOnlyList selfDeckOrder) =>
EnvelopeForPush(NetworkBattleUri.Matched,
new MatchedBody(
SelfInfo: new MatchedSelfInfo(
CountryCode: selfCtx.CountryCode,
UserName: selfCtx.UserName,
SleeveId: selfCtx.SleeveId,
EmblemId: selfCtx.EmblemId,
DegreeId: selfCtx.DegreeId,
FieldId: selfCtx.FieldId,
IsOfficial: selfCtx.IsOfficial != 0,
OppoId: (int)oppoViewerId,
Seed: seed),
OppoInfo: new MatchedOppoInfo(
CountryCode: oppoCtx.CountryCode,
UserName: oppoCtx.UserName,
SleeveId: oppoCtx.SleeveId,
EmblemId: oppoCtx.EmblemId,
DegreeId: oppoCtx.DegreeId,
FieldId: oppoCtx.FieldId,
IsOfficial: oppoCtx.IsOfficial != 0,
OppoId: (int)selfViewerId,
Seed: seed,
OppoDeckCount: oppoCtx.SelfDeckCardIds.Count),
SelfDeck: BuildPlayerDeck(selfDeckOrder)),
bid: battleId);
public static MsgEnvelope BuildBattleStart(
MatchContext selfCtx, MatchContext oppoCtx, long selfViewerId, TurnState turnState) =>
EnvelopeForPush(NetworkBattleUri.BattleStart,
new BattleStartBody(
TurnState: turnState, // First = this side goes first, Second = second. Caller decides.
BattleModeId: selfCtx.BattleModeId,
SelfInfo: new BattleStartSelfInfo(
Rank: BattleFrameDefaults.PlayerRank,
BattlePoint: BattleFrameDefaults.PlayerBattlePoint,
ClassId: selfCtx.ClassId,
CharaId: selfCtx.CharaId,
CardMasterName: selfCtx.CardMasterName),
OppoInfo: new BattleStartOppoInfo(
// Rank/IsMasterRank/BattlePoint/MasterPoint stay hardcoded โ
// PvP rank tracking is deferred (per spec ยง Out of scope).
Rank: "1",
IsMasterRank: "0",
BattlePoint: 0,
MasterPoint: "0",
ClassId: oppoCtx.ClassId,
CharaId: oppoCtx.CharaId,
CardMasterName: oppoCtx.CardMasterName)));
public static MsgEnvelope BuildDeal() =>
EnvelopeForPush(NetworkBattleUri.Deal,
new DealBody(
Self: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) },
Oppo: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) }));
///
/// Initial 3-card hand idxs from . Each position in this array
/// is one card; the value is the card's deck idx. enforces
/// the "read-only constant" contract at the type level โ callers cannot mutate it, even
/// accidentally (the prior long[] allowed in-place modification by anyone with the
/// field reference).
///
private static readonly ImmutableArray InitialHand = ImmutableArray.Create(1, 2, 3);
///
/// Compute the player's hand after a mulligan. For every idx in
/// that is currently in the hand, replace it with the next unused deck idx (the first idx past
/// the opening hand โ is 1-based and contiguous, so that's
/// InitialHand.Length + 1). Positions of kept cards are preserved.
///
public static long[] ComputeHandAfterSwap(IReadOnlyList swapIndices)
{
var hand = InitialHand.ToArray();
var nextDeckIdx = (long)(InitialHand.Length + 1);
for (var pos = 0; pos < hand.Length; pos++)
{
if (swapIndices.Contains(hand[pos]))
{
hand[pos] = nextDeckIdx++;
}
}
return hand;
}
public static MsgEnvelope BuildSwapResponse(IReadOnlyList hand) =>
EnvelopeForPush(NetworkBattleUri.Swap,
new SwapResponseBody(Self: BuildPosIdxList(hand)));
/// Non-interactive opponent (Bot/AI): oppo is the placeholder
/// .
public static MsgEnvelope BuildReady(IReadOnlyList hand, int idxChangeSeed) =>
BuildReady(hand, InitialHand, idxChangeSeed);
/// Both hands known (the mulligan barrier supplies the opponent's
/// post-mulligan hand).
public static MsgEnvelope BuildReady(IReadOnlyList selfHand, IReadOnlyList oppoHand, int idxChangeSeed) =>
EnvelopeForPush(NetworkBattleUri.Ready,
new ReadyBody(
Self: BuildPosIdxList(selfHand),
Oppo: BuildPosIdxList(oppoHand),
IdxChangeSeed: idxChangeSeed,
Spin: BattleFrameDefaults.ReadySpin));
private static IReadOnlyList BuildPosIdxList(IReadOnlyList hand)
{
var list = new List(hand.Count);
for (var pos = 0; pos < hand.Count; pos++)
{
list.Add(new PosIdx(Pos: pos, Idx: (int)hand[pos]));
}
return list;
}
private static IReadOnlyList BuildPlayerDeck(IReadOnlyList cardIds)
{
var deck = new List(cardIds.Count);
for (var i = 0; i < cardIds.Count; i++)
{
deck.Add(new DeckCardRef(Idx: i + 1, CardId: cardIds[i]));
}
return deck;
}
private static MsgEnvelope EnvelopeForPush(NetworkBattleUri uri, IMsgBody body, string? bid = null) =>
new(uri,
ViewerId: FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: bid,
RetryAttempt: 0,
Cat: EmitCategory.Battle,
PubSeq: null,
PlaySeq: null,
Body: body);
}