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>
25 lines
956 B
C#
25 lines
956 B
C#
using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace SVSim.BattleNode.Wire;
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/// <summary>Shared System.Text.Json options for the bare-camelCase Socket.IO / Engine.IO wire:
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/// per-field <c>[JsonPropertyName]</c> casing (NOT EmulatedEntrypoint's snake_case policy), null
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/// fields omitted, and unattributed enums written as their name. Single-sourced here because
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/// <see cref="EngineIoHandshake"/> and <see cref="Protocol.MsgEnvelope"/> previously each built a
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/// byte-identical block in their own namespace — a drift hazard.</summary>
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internal static class WireJsonOptions
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{
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public static readonly JsonSerializerOptions CamelCase = Create();
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private static JsonSerializerOptions Create()
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{
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var opt = new JsonSerializerOptions
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{
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DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull,
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};
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opt.Converters.Add(new JsonStringEnumConverter());
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return opt;
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}
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}
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