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>
40 lines
2.0 KiB
C#
40 lines
2.0 KiB
C#
namespace SVSim.BattleNode.Bridge;
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/// <summary>
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/// DI-injected options for the battle node. NodeServerUrl matches the prod
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/// do_matching wire format: <c>host:port/socket.io/</c>, no scheme prefix.
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/// BestHTTP's SocketManager parses it as the Socket.IO v2 endpoint URL.
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/// </summary>
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public sealed class BattleNodeOptions
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{
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public string NodeServerUrl { get; set; } = "localhost:5148/socket.io/";
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/// <summary>
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/// How long the first arriver's WS waits for a partner before disconnecting.
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/// Matches the architecture spec's 60s default; override (typically lower)
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/// in tests via the factory.
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/// </summary>
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public TimeSpan WaitingRoomTimeout { get; set; } = TimeSpan.FromSeconds(60);
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/// <summary>
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/// Cadence of the server→client alive ("Gungnir") keepalive emit. The driving timer/loop
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/// (to live on <see cref="Sessions.BattleSession"/>) is deferred in v1; this is its future
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/// home so the interval isn't a magic literal stranded on the <c>Gungnir</c> body factory.
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/// </summary>
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public TimeSpan AliveEmitInterval { get; set; } = TimeSpan.FromSeconds(5);
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/// <summary>
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/// When true, <see cref="Sessions.Participants.RealParticipant"/> emits per-frame
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/// diagnostic logs at Information level: <c>[sio-in]</c> on every inbound msg/alive/hand
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/// envelope (URI, pubSeq, ackId, dispatch decision, ack-sent flag, ack arg, inbound
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/// watermark); <c>[sio-out]</c> on every outbound push (URI, pubSeq, playSeq, stock);
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/// <c>[ws-rx-text]</c> / <c>[ws-rx-bin]</c> on every WS frame received at the transport
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/// layer; <c>[ws-recv-exit]</c> / <c>[ws-loop-exit]</c> on read-loop termination
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/// (with WebSocket state + exception type when applicable). Default false — keeps
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/// production logs clean. Flip on per session for live WS debugging, PvP investigation,
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/// or to reproduce the kind of softlock chased in
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/// <c>docs/audits/battle-node-sio-events-2026-06-02.md</c>.
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/// </summary>
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public bool DiagnosticLogging { get; set; } = false;
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}
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