* chore: add battleground UI task tracker (2026-03-28) * feat(#142): add [NonSerialized] battleground runtime state to CardModel * feat(#143): add LoadArtCrop and LoadCardRaw (RawImage) to ImageCache * feat(#148): add GameStateManager singleton and GameState/SeatState POCOs * feat(#138): add BattlegroundController scene orchestrator * feat(#139): add LifeTrackerWidget, CommanderDamageRow, PoisonCounter * feat(#140): add PhaseTrackerWidget and PhaseStepButton * feat(#141): add TurnOrderBar and TurnOrderPill * feat(#142): add CardZone and CardView battlefield zone components * feat(#143): add CommanderZoneWidget with art crop, cast counter, and tax display * feat(#144): add TokenModel POCO, TokenPanelController, and TokenRowView * chore: mark issues 1-8 as complete in task tracker * feat(#146): add StackZoneController, StackItemView, and ManaPoolDisplay * feat(#147 #150 #151): add LobbySetupModal, ZoneViewerModal, EliminationHandler; add Play Live button to SimulationController * feat(#151): add Play Live button to SimulationController * feat(#149): add GameWebSocketClient with reconnect, ping, and main-thread dispatch * fix: add PostGameAction to ApiClient + update TODO.md all issues complete - ApiClient.cs: add PostGameAction() wrapper → POST /api/game/action (fixes compile error in HumanActionBar.cs) - TODO.md: mark issues #145, #146, #147, #149, #150, #151 as ✅ all 14 battleground issues now committed * feat(game): add routes/game.py + wire lab_api + fix GameWebSocketClient game_id URL - routes/game.py: POST /api/game/start, POST /api/game/action (new) - lab_api.py: import + register game_router - GameWebSocketClient.cs: read game_id from PlayerPrefs, build ws://{host}/ws/game/{game_id} — fixes URL mismatch with ws_game.py * fix(lobby): wire OnConfirm to POST /api/game/start, save game_id to PlayerPrefs - OnConfirm() now calls ApiClient.PostGameStart() with 4-seat config - On success: saves BattleSeats + GameId + WsUrl to PlayerPrefs, loads Battleground scene - On failure: shows inline error label (red), re-enables Confirm button - Added StartGameRequest/Response POCOs matching routes/game.py schema - Added _errorLabel [SerializeField] for user-facing error feedback
208 lines
8.0 KiB
C#
208 lines
8.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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using Newtonsoft.Json;
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using CommanderAILab.UI;
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namespace CommanderAILab.Services
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{
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/// <summary>
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/// WebSocket client for the live game backend.
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/// Connects to ws://{serverHost}/ws/game/{gameId}.
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///
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/// game_id is written to PlayerPrefs["GameId"] by LobbySetupModal
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/// after a successful POST /api/game/start response.
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///
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/// ServerUrl PlayerPref should be the HTTP base URL, e.g.
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/// "http://localhost:8080" — this client converts it to ws://.
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/// </summary>
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public class GameWebSocketClient : MonoBehaviour
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{
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[SerializeField] private string defaultServerUrl = "http://localhost:8080";
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[SerializeField] private float reconnectDelay = 3f;
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[SerializeField] private float pingIntervalSec = 15f;
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private System.Net.WebSockets.ClientWebSocket _ws;
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private CancellationTokenSource _cts;
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private readonly ConcurrentQueue<(string type, string payload)> _mainThreadQueue = new();
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private bool _running;
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private float _pingTimer;
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private string _wsUrl;
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// ── Lifecycle ────────────────────────────────────────────────────────
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private void Start()
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{
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_wsUrl = BuildWsUrl();
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if (string.IsNullOrEmpty(_wsUrl))
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{
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Debug.LogError("[GameWebSocketClient] Could not build WS URL — PlayerPrefs 'GameId' is missing. " +
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"LobbySetupModal must set it after /api/game/start.");
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return;
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}
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_running = true;
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StartCoroutine(ConnectLoop());
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}
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private void Update()
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{
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// Drain main-thread queue
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while (_mainThreadQueue.TryDequeue(out var msg))
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GameStateManager.Instance?.ApplyServerEvent(msg.type, msg.payload);
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// Ping
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_pingTimer += Time.deltaTime;
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if (_pingTimer >= pingIntervalSec)
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{
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_pingTimer = 0f;
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_ = SendRawAsync("{\"type\":\"ping\"}");
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}
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}
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private void OnDestroy()
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{
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_running = false;
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_cts?.Cancel();
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_ws?.Dispose();
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}
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// ── URL construction ────────────────────────────────────────────────
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/// <summary>
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/// Builds ws://{host}/ws/game/{gameId} from PlayerPrefs.
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/// ServerUrl pref stores the HTTP base URL (e.g. http://localhost:8080).
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/// GameId pref stores the game_id returned by /api/game/start.
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/// </summary>
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private string BuildWsUrl()
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{
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string gameId = PlayerPrefs.GetString("GameId", "");
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if (string.IsNullOrEmpty(gameId))
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return string.Empty;
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string httpBase = PlayerPrefs.GetString("ServerUrl", defaultServerUrl).TrimEnd('/');
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// Convert http(s):// to ws(s)://
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string wsBase = httpBase
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.Replace("https://", "wss://")
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.Replace("http://", "ws://");
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return $"{wsBase}/ws/game/{gameId}";
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}
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// ── Connection loop ──────────────────────────────────────────────────
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private IEnumerator ConnectLoop()
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{
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while (_running)
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{
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_cts = new CancellationTokenSource();
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_ws = new System.Net.WebSockets.ClientWebSocket();
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bool connected = false;
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var connectTask = _ws.ConnectAsync(new Uri(_wsUrl), _cts.Token);
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yield return new WaitUntil(() => connectTask.IsCompleted);
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if (!connectTask.IsFaulted && !connectTask.IsCanceled)
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{
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connected = true;
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Debug.Log("[GameWebSocketClient] Connected to " + _wsUrl);
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_ = ReceiveLoop();
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}
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else
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{
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Debug.LogWarning($"[GameWebSocketClient] Connect failed ({_wsUrl}): {connectTask.Exception?.Message}");
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}
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if (!connected)
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{
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yield return new WaitForSeconds(reconnectDelay);
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}
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else
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{
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yield return new WaitUntil(() =>
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_ws.State != System.Net.WebSockets.WebSocketState.Open);
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Debug.Log("[GameWebSocketClient] Disconnected — reconnecting...");
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yield return new WaitForSeconds(reconnectDelay);
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}
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}
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}
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// ── Receive loop (background thread) ────────────────────────────────
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private async Task ReceiveLoop()
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{
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var buffer = new byte[8192];
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try
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{
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while (_ws.State == System.Net.WebSockets.WebSocketState.Open)
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{
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var sb = new StringBuilder();
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System.Net.WebSockets.WebSocketReceiveResult result;
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do
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{
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result = await _ws.ReceiveAsync(
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new ArraySegment<byte>(buffer), _cts.Token);
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sb.Append(Encoding.UTF8.GetString(buffer, 0, result.Count));
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} while (!result.EndOfMessage);
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if (result.MessageType ==
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System.Net.WebSockets.WebSocketMessageType.Close)
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break;
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ParseAndEnqueue(sb.ToString());
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}
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}
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catch (OperationCanceledException) { }
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catch (Exception ex)
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{
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Debug.LogWarning($"[GameWebSocketClient] ReceiveLoop error: {ex.Message}");
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}
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}
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// ── Parse incoming JSON envelope ─────────────────────────────────────
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private void ParseAndEnqueue(string raw)
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{
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try
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{
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var env = JsonConvert.DeserializeObject<WsEnvelope>(raw);
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if (env == null) return;
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if (env.type == "pong") return;
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_mainThreadQueue.Enqueue((env.type, env.payload ?? raw));
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}
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catch
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{
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Debug.LogWarning($"[GameWebSocketClient] Failed to parse: {raw}");
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}
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}
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// ── Send (public for external callers) ───────────────────────────────
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public async Task SendRawAsync(string json)
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{
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if (_ws == null ||
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_ws.State != System.Net.WebSockets.WebSocketState.Open) return;
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try
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{
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var bytes = Encoding.UTF8.GetBytes(json);
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await _ws.SendAsync(new ArraySegment<byte>(bytes),
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System.Net.WebSockets.WebSocketMessageType.Text,
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true, _cts?.Token ?? CancellationToken.None);
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[GameWebSocketClient] Send error: {ex.Message}");
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}
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}
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// ── POCO ────────────────────────────────────────────────────────────────
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[Serializable]
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private class WsEnvelope
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{
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[JsonProperty("type")] public string type;
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[JsonProperty("payload")] public string payload;
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}
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}
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}
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