Files
SVSimServer/SVSim.BattleNode/Protocol/Bodies/AlivePushBody.cs
gamer147 24180d5b4b refactor(battle-node): de-magic wire flags and scattered constants
Quality pass from the 2026-06-04 BattleNode review (audit in the outer
repo). All changes are behavior-preserving — identical wire bytes,
verified by the full 1008-test suite staying green.

- Name scattered magic numbers: crypto key/IV lengths, outbound-sequencer
  base, WS receive buffer / EIO ping / SID length, polite-close timeout,
  upgrade-credential keys, battle-id digit math, deterministic-turn spin.
- resultCode = 1 -> (int)ReceiveNodeResultCode.Success across body records.
- Pong "3" -> EngineIoPacketType.Pong; remove dead NoOpBotParticipant.Touch
  (replace with #pragma warning disable CS0067).
- Wire-flag enums, serialized as numbers via JsonNumberEnumConverter:
  turnState -> TurnState{First,Second}, isSelf -> CardOwner{Opponent,Self},
  open -> ChoiceVisibility{Hidden,Open}.
- isOfficial / isInvoke -> bool / bool? via new NumericBoolJsonConverter
  (reads/writes 0/1; TDD'd). Scoped to the BattleNode wire boundary only;
  MatchContext and the HTTP/AI-start path stay int (AI-start uses -1 as a
  sentinel, so it is not boolean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:46:09 -04:00

12 lines
584 B
C#

using System.Text.Json.Serialization;
namespace SVSim.BattleNode.Protocol.Bodies;
/// <summary>Gungnir keepalive push. <c>scs</c> = self connection status, <c>ocs</c> = opponent
/// connection status; both carry <see cref="WireConstants.OnlineStatus"/> ("ONLINE") in v1.
/// Intentionally has no <c>resultCode</c> — the client treats an absent resultCode on alive
/// frames as "no error" (the lone body without one).</summary>
public sealed record AlivePushBody(
[property: JsonPropertyName("scs")] string Scs,
[property: JsonPropertyName("ocs")] string Ocs) : IMsgBody;