using SVSim.BattleNode.Protocol; namespace SVSim.BattleNode.Sessions.Dispatch.Handlers; /// Echo is the receiver's per-frame ack; the client has no inbound Echo handler, so the /// node never relays it (bullet-2 audit — relaying would risk an echo->echo storm). It IS mined, /// though: an Echo's orderList carries the same add-op shape as PlayActions /// (SendCardDataMaker.MakeEchoData -> MakeCommonSendAndEchoCardData), so it can hold a token's real /// identity — notably the receiver's own (isSelf:1) view of a cross-side gift. We mine it (concrete /// tokens and baseIdx copies) into the right side's idx->cardId map and still return no routes /// (mining != relaying). internal sealed class EchoHandler : IFrameHandler { public IReadOnlyList Handle(FrameDispatchContext ctx) { if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady()) { var orderList = (ctx.Env.Body as RawBody)?.Entries.GetValueOrDefault("orderList"); ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList); // Copy tokens ride Echo too (same add-op shape); resolve baseIdx against the side's map. ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList); // No RecordChoicePicksFrom here: choice picks ride keyAction.selectCard on the generating // SEND, not the receiver's Echo (Echo carries orderList only) — the pick is already // recorded by PlayActionsHandler. MineChoicePicks(orderList, null) would yield nothing. } return Array.Empty(); } }