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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@@ -3,8 +3,9 @@ namespace SVSim.BattleNode.Reliability;
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/// <summary>
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/// Body builders for the alive channel ("Gungnir" is the client's codename for the
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/// keepalive/connection-status channel — see <see cref="Protocol.Bodies.AlivePushBody"/>).
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/// The timer/loop that drives <see cref="EmitInterval"/> emits lives on
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/// BattleSession; this class is just the pure body-shape factory.
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/// The timer/loop that would drive the emit cadence
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/// (<see cref="Bridge.BattleNodeOptions.AliveEmitInterval"/>) is to live on BattleSession;
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/// this class is just the pure body-shape factory.
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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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@@ -12,8 +13,6 @@ namespace SVSim.BattleNode.Reliability;
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/// </summary>
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public static class Gungnir
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{
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public static readonly TimeSpan EmitInterval = TimeSpan.FromSeconds(5);
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public static Dictionary<string, object?> BuildAliveEmitBody(InboundTracker tracker) => new()
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{
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["currentSeq"] = tracker.HighWaterMark,
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