namespace SVSim.BattleNode.Bridge;
///
/// DI-injected options for the battle node. NodeServerUrl matches the prod
/// do_matching wire format: host:port/socket.io/, no scheme prefix.
/// BestHTTP's SocketManager parses it as the Socket.IO v2 endpoint URL.
///
public sealed class BattleNodeOptions
{
public string NodeServerUrl { get; set; } = "localhost:5148/socket.io/";
///
/// How long the first arriver's WS waits for a partner before disconnecting.
/// Matches the architecture spec's 60s default; override (typically lower)
/// in tests via the factory.
///
public TimeSpan WaitingRoomTimeout { get; set; } = TimeSpan.FromSeconds(60);
///
/// Dev convenience: when true, matchmaking endpoints that would otherwise park
/// a solo poller (returning 3002 RETRY until a partner arrives) instead return
/// a Scripted match immediately — equivalent to passing ?scripted=1 on
/// every request. Turn off to test real PvP with two clients. Default false.
/// Trade-off: while on, two viewers polling simultaneously each get
/// their own Scripted match instead of pairing with each other. Toggling off
/// is the only way to get PvP behavior.
///
public bool SoloDefaultsToScripted { get; set; } = false;
}