Files
SVSimServer/SVSim.BattleNode/Protocol/WireConstants.cs

28 lines
1.1 KiB
C#

namespace SVSim.BattleNode.Protocol;
/// <summary>
/// String constants that show up on the wire as opaque tags. Lifting them out of
/// inline string literals gives each one a single source of truth and a name that
/// reads at the use site.
/// </summary>
internal static class WireConstants
{
/// <summary>SIO event name for ordered server-pushed frames (the lifecycle channel).</summary>
public const string SynchronizeEvent = "synchronize";
/// <summary>SIO event name for client-emitted msg frames + their ack-responses.</summary>
public const string MsgEvent = "msg";
/// <summary>SIO event name for Gungnir keepalive frames (both directions).</summary>
public const string AliveEvent = "alive";
/// <summary>
/// Placeholder UUID we stamp on every server-originated envelope. Prod servers stamp a
/// real per-request UUID; the client doesn't validate it.
/// </summary>
public const string ServerUuid = "node-stub";
/// <summary>Gungnir scs/ocs value the v1 server reports unconditionally.</summary>
public const string OnlineStatus = "ONLINE";
}