namespace SVSim.BattleNode.Reliability; /// /// Body builders for the alive channel. The timer/loop that drives 5s emits lives on /// BattleSession; this class is just the pure body-shape factory. /// v1 always reports scs/ocs=ONLINE — real disconnect detection is deferred. The push /// body itself is constructed inline in BattleSession.HandleAliveEventAsync using /// AlivePushBody; only the emit body (sent by us TO the client on the alive channel, /// currently unused in v1) remains here. /// public static class Gungnir { public static readonly TimeSpan EmitInterval = TimeSpan.FromSeconds(5); public static Dictionary BuildAliveEmitBody(InboundTracker tracker) => new() { ["currentSeq"] = tracker.HighWaterMark, // actionSeq omitted in v1 — no turn-transition flag yet. }; }