namespace SVSim.BattleNode.Reliability;
///
/// Body builders for the alive channel ("Gungnir" is the client's codename for the
/// keepalive/connection-status channel — see ).
/// The timer/loop that drives 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.
};
}