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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@@ -12,11 +12,5 @@ public sealed record EngineIoHandshake(
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[property: JsonPropertyName("pingInterval")] int PingInterval,
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[property: JsonPropertyName("pingTimeout")] int PingTimeout)
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{
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// Wire-key casing here is bare camelCase — NOT EmulatedEntrypoint's snake_case policy.
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private static readonly JsonSerializerOptions Options = new()
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{
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DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull,
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};
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public string ToJson() => JsonSerializer.Serialize(this, Options);
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public string ToJson() => JsonSerializer.Serialize(this, WireJsonOptions.CamelCase);
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}
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@@ -158,10 +158,11 @@ public sealed class SocketIoFrame
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binaryAttachments: attachments);
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}
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/// <summary>Build an ack response with a single int argument (the spec's pubSeq echo).</summary>
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public static SocketIoFrame AckResponse(int ackId, int arg)
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/// <summary>Build an ack response whose single argument echoes the inbound frame's pubSeq
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/// (the client's ordered-delivery cursor — load-bearing, not a placeholder).</summary>
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public static SocketIoFrame AckResponse(int ackId, int pubSeqEcho)
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{
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var args = new JsonArray { arg };
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var args = new JsonArray { pubSeqEcho };
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return new SocketIoFrame(
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SocketIoPacketType.Ack, ackId, 0, null, NodesToElements(args), Array.Empty<byte[]>());
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}
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24
SVSim.BattleNode/Wire/WireJsonOptions.cs
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24
SVSim.BattleNode/Wire/WireJsonOptions.cs
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@@ -0,0 +1,24 @@
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Wire;
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/// <summary>Shared System.Text.Json options for the bare-camelCase Socket.IO / Engine.IO wire:
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/// per-field <c>[JsonPropertyName]</c> casing (NOT EmulatedEntrypoint's snake_case policy), null
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/// fields omitted, and unattributed enums written as their name. Single-sourced here because
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/// <see cref="EngineIoHandshake"/> and <see cref="Protocol.MsgEnvelope"/> previously each built a
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/// byte-identical block in their own namespace — a drift hazard.</summary>
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internal static class WireJsonOptions
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{
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public static readonly JsonSerializerOptions CamelCase = Create();
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private static JsonSerializerOptions Create()
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{
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var opt = new JsonSerializerOptions
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{
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DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull,
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};
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opt.Converters.Add(new JsonStringEnumConverter());
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return opt;
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}
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}
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