Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/BattleSessionState.cs
gamer147 b6edfbcf15 feat(battle-node): reveal copy tokens on play via baseIdx resolution
PlayActionsHandler + EchoHandler now call RecordCopyTokensFrom (ordered
after plain/choice mining) to resolve a copy add's baseIdx against the
side's live idx->cardId map and record copyIdx->cardId. A copy played in a
later (or same) frame synthesizes a knownList instead of degrading.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:11:34 -04:00

88 lines
5.5 KiB
C#

using SVSim.BattleNode.Sessions;
namespace SVSim.BattleNode.Sessions.Dispatch;
/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
/// synthesize the opponent-facing <c>knownList</c>. Generated tokens (cardIds mined from
/// orderList <c>add</c> ops) are recorded into the SAME
/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
internal sealed class BattleSessionState
{
public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
/// Holds deck cards (idx 1..deckCount, seeded) and generated tokens (idx>deckCount, recorded
/// from add ops via <see cref="RecordToken"/>).</summary>
public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
/// use. <c>BuildPlayerDeck</c> assigns deck idx = position+1, so entry (i+1) -> cardIds[i].</summary>
public IReadOnlyDictionary<int, long> GetOrSeedDeckMap(IBattleParticipant side)
{
if (!IdxToCardId.TryGetValue(side, out var map))
{
map = new Dictionary<int, long>();
var deck = side.Context.SelfDeckCardIds;
for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i];
IdxToCardId[side] = map;
}
return map;
}
/// <summary>Record a generated token's identity into the side's idx->cardId map (the same map
/// that holds deck cards). Mined from the sender's <c>orderList</c> <c>add</c> ops by
/// <see cref="KnownListBuilder.MineAddOps"/>; surfaced later by <c>BuildPlayedCard</c> when the
/// token is the played card. Deck idxs (1..deckCount) and token idxs (&gt;deckCount) don't
/// collide — the client allocates token idxs after the deck.</summary>
public void RecordToken(IBattleParticipant side, int idx, long cardId)
{
GetOrSeedDeckMap(side); // ensure the per-side map exists (deck-seeded)
IdxToCardId[side][idx] = cardId; // overwrite-on-conflict: latest identity wins
}
/// <summary>Mine generated-token identities from a sender's <c>orderList</c> <c>add</c> ops and
/// record each into the correct side's map. <c>isSelf:1</c> → the sender's own token (<paramref
/// name="from"/>); <c>isSelf:0</c> → a cross-side gift living at that idx in the OPPONENT's index
/// space (<paramref name="other"/>) — <c>isSelf</c> is the sender's perspective tag on
/// <c>CardObj.IsPlayer</c> (RegisterToken.cs:22), and a card has a single <c>CardObj.Index</c>, so
/// the gifted idx is the same slot in the recipient's own map (the one consulted when the recipient
/// later plays it). Shared by <c>PlayActionsHandler</c> and <c>EchoHandler</c> — an Echo's orderList
/// carries the same add-op shape (<c>SendCardDataMaker.MakeEchoData</c>), so both mine identically;
/// Echo is mined but never relayed.</summary>
public void RecordTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList)
{
foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineAddOps(orderList))
RecordToken(isSelf == 1 ? from : other, idx, cardId);
}
/// <summary>Mine + record choice/Discover-token picks (<see cref="KnownListBuilder.MineChoicePicks"/>)
/// into the correct side's map, by the same <c>isSelf</c> routing as <see cref="RecordTokensFrom"/>.
/// The chosen cardId rides the generating send's <c>keyAction.selectCard</c> (not the orderList add
/// op, which carries candidates only); recorded regardless of the choice's <c>open</c> visibility —
/// an unplayed idx is never queried, so a stray record is harmless.</summary>
public void RecordChoicePicksFrom(IBattleParticipant from, IBattleParticipant other, object? orderList, object? keyAction)
{
foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineChoicePicks(orderList, keyAction))
RecordToken(isSelf == 1 ? from : other, idx, cardId);
}
/// <summary>Mine + record copy/clone-token identities (<see cref="KnownListBuilder.MineCopyTokens"/>)
/// into the correct side's map. A copy's source lives at <c>baseIdx</c> in the actor's own index
/// space, so the resolution side == the record side, both selected by the same <c>isSelf</c> routing
/// as <see cref="RecordTokensFrom"/>. Passing the LIVE per-side maps (via
/// <see cref="GetOrSeedDeckMap"/>, not snapshots) lets a copy that references a plain/choice token
/// added earlier THIS frame resolve — provided this runs AFTER
/// <see cref="RecordTokensFrom"/>/<see cref="RecordChoicePicksFrom"/> (the handler orders it last).
/// Seeding both maps up front matters because a copy-only frame (no concrete/choice add) would never
/// have hit <see cref="RecordToken"/> yet, leaving the maps unseeded.</summary>
public void RecordCopyTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList)
{
var selfMap = GetOrSeedDeckMap(from);
var otherMap = GetOrSeedDeckMap(other);
foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineCopyTokens(orderList, selfMap, otherMap))
RecordToken(isSelf == 1 ? from : other, idx, cardId);
}
}