refactor(battlenode): low-churn §B/§D/§E/§F quality cleanups
Behavior-preserving; 231 BattleNode tests green. - §D: MsgEnvelope.Try -> RetryAttempt (drops keyword-escape; wire key stays "try"); SocketIoFrame.AckResponse arg -> pubSeqEcho. - §B: Gungnir.EmitInterval -> BattleNodeOptions.AliveEmitInterval (unused literal moved to its config home); deck-idx 4L -> InitialHand.Length + 1. - §E: shared Wire.WireJsonOptions.CamelCase replaces the duplicated camelCase JsonSerializerOptions in EngineIoHandshake and MsgEnvelope. - §F: do-NOT-consistency-fix polarity notes on TurnEndFinalHandler (From wins) and RetireKillHandler (From loses). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -16,6 +16,13 @@ public sealed class BattleNodeOptions
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/// </summary>
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public TimeSpan WaitingRoomTimeout { get; set; } = TimeSpan.FromSeconds(60);
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/// <summary>
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/// Cadence of the server→client alive ("Gungnir") keepalive emit. The driving timer/loop
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/// (to live on <see cref="Sessions.BattleSession"/>) is deferred in v1; this is its future
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/// home so the interval isn't a magic literal stranded on the <c>Gungnir</c> body factory.
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/// </summary>
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public TimeSpan AliveEmitInterval { get; set; } = TimeSpan.FromSeconds(5);
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/// <summary>
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/// When true, <see cref="Sessions.Participants.RealParticipant"/> emits per-frame
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/// diagnostic logs at Information level: <c>[sio-in]</c> on every inbound msg/alive/hand
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