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