refactor(battle-node): switch MsgEnvelope.Body to IMsgBody, migrate all sites
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@@ -3,7 +3,10 @@ namespace SVSim.BattleNode.Reliability;
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/// <summary>
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/// Body builders for the alive channel. The timer/loop that drives 5s emits lives on
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/// BattleSession; this class is just the pure body-shape factory.
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/// v1 always reports scs/ocs=ONLINE — real disconnect detection is deferred.
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/// v1 always reports scs/ocs=ONLINE — real disconnect detection is deferred. The push
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/// body itself is constructed inline in BattleSession.HandleAliveEventAsync using
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/// AlivePushBody; only the emit body (sent by us TO the client on the alive channel,
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/// currently unused in v1) remains here.
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/// </summary>
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public static class Gungnir
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{
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@@ -14,10 +17,4 @@ public static class Gungnir
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["currentSeq"] = tracker.HighWaterMark,
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// actionSeq omitted in v1 — no turn-transition flag yet.
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};
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public static Dictionary<string, object?> BuildAlivePushBody() => new()
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{
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["scs"] = "ONLINE",
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["ocs"] = "ONLINE",
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};
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}
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