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(); }