PlayActionsHandler mines add ops into BattleSessionState.RecordToken each frame; a token played in a later frame now synthesizes a knownList from the remembered cardId instead of degrading. Bullet-3 audit F1. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
45 lines
2.4 KiB
C#
45 lines
2.4 KiB
C#
using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
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/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
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/// synthesize the opponent-facing <c>knownList</c>. Generated tokens (cardIds mined from
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/// orderList <c>add</c> ops) are recorded into the SAME
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/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
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internal sealed class BattleSessionState
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{
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public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
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/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
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/// Holds deck cards (idx 1..deckCount, seeded) and generated tokens (idx>deckCount, recorded
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/// from add ops via <see cref="RecordToken"/>).</summary>
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public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
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/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
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/// use. <c>BuildPlayerDeck</c> assigns deck idx = position+1, so entry (i+1) -> cardIds[i].</summary>
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public IReadOnlyDictionary<int, long> GetOrSeedDeckMap(IBattleParticipant side)
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{
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if (!IdxToCardId.TryGetValue(side, out var map))
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{
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map = new Dictionary<int, long>();
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var deck = side.Context.SelfDeckCardIds;
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for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i];
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IdxToCardId[side] = map;
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}
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return map;
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}
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/// <summary>Record a generated token's identity into the side's idx->cardId map (the same map
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/// that holds deck cards). Mined from the sender's <c>orderList</c> <c>add</c> ops by
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/// <see cref="KnownListBuilder.MineAddOps"/>; surfaced later by <c>BuildPlayedCard</c> when the
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/// token is the played card. Deck idxs (1..deckCount) and token idxs (>deckCount) don't
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/// collide — the client allocates token idxs after the deck.</summary>
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public void RecordToken(IBattleParticipant side, int idx, long cardId)
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{
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GetOrSeedDeckMap(side); // ensure the per-side map exists (deck-seeded)
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IdxToCardId[side][idx] = cardId; // overwrite-on-conflict: latest identity wins
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}
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}
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