diff --git a/SVSim.BattleNode/Bridge/MatchingBridge.cs b/SVSim.BattleNode/Bridge/MatchingBridge.cs
index 0d7ed20..b1940b8 100644
--- a/SVSim.BattleNode/Bridge/MatchingBridge.cs
+++ b/SVSim.BattleNode/Bridge/MatchingBridge.cs
@@ -2,6 +2,13 @@ using SVSim.BattleNode.Sessions;
namespace SVSim.BattleNode.Bridge;
+///
+/// In-process implementation of . The HTTP-side
+/// do_matching controller calls , which mints a
+/// 12-digit decimal battle id, stashes a entry in the
+/// , and returns the node URL the client should connect to.
+/// The WebSocket handler resolves the same battle id back to the viewer on connect.
+///
public sealed class MatchingBridge : IMatchingBridge
{
private readonly IBattleSessionStore _store;
diff --git a/SVSim.BattleNode/Hosting/BattleNodeExtensions.cs b/SVSim.BattleNode/Hosting/BattleNodeExtensions.cs
index adb2d78..69d9783 100644
--- a/SVSim.BattleNode/Hosting/BattleNodeExtensions.cs
+++ b/SVSim.BattleNode/Hosting/BattleNodeExtensions.cs
@@ -1,4 +1,3 @@
-// SVSim.BattleNode/Hosting/BattleNodeExtensions.cs
using Microsoft.AspNetCore.Builder;
using Microsoft.Extensions.DependencyInjection;
using SVSim.BattleNode.Bridge;
@@ -6,8 +5,24 @@ using SVSim.BattleNode.Sessions;
namespace SVSim.BattleNode.Hosting;
+///
+/// Registration + pipeline extensions that turn an arbitrary ASP.NET Core host into a battle
+/// node. The library has no dependency on any specific host project — call both methods from
+/// wherever you build your .
+///
public static class BattleNodeExtensions
{
+ ///
+ /// Register the battle node's services in DI. All four are singletons because none of them
+ /// carry per-request state — per-battle state lives on the
+ /// instance the WebSocket handler constructs on connect.
+ ///
+ ///
+ /// Optional callback to override defaults. The default
+ /// NodeServerUrl assumes the EmulatedEntrypoint host on
+ /// http://localhost:5148 and shares the port for the Socket.IO endpoint. Override
+ /// when the node runs on a different port/host or behind a reverse proxy.
+ ///
public static IServiceCollection AddBattleNode(this IServiceCollection services, Action? configure = null)
{
var options = new BattleNodeOptions();
@@ -19,6 +34,20 @@ public static class BattleNodeExtensions
return services;
}
+ ///
+ /// Wire up the WebSocket middleware and map the Socket.IO endpoint at /socket.io/.
+ /// Call this AFTER any HTTP middleware that should still see non-WS requests (auth,
+ /// routing, controllers) and BEFORE MapControllers(). The endpoint accepts any
+ /// path under /socket.io; the handler doesn't read the sub-path, so default
+ /// Socket.IO clients targeting /socket.io/?EIO=3&transport=websocket work
+ /// without configuration.
+ ///
+ ///
+ /// Steam auth gets a free pass on WS upgrades — see
+ /// SteamSessionAuthenticationHandler's header-based bypass. The node has its own
+ /// per-connection auth (encrypted viewerId in the upgrade headers, validated against the
+ /// matched battle id in ).
+ ///
public static IApplicationBuilder UseBattleNode(this IApplicationBuilder app)
{
app.UseWebSockets();
diff --git a/SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs b/SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs
index 1aa29dc..25c381e 100644
--- a/SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs
+++ b/SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs
@@ -1,4 +1,3 @@
-// SVSim.BattleNode/Hosting/BattleNodeWebSocketHandler.cs
using Microsoft.AspNetCore.Http;
using Microsoft.Extensions.Logging;
using SVSim.BattleNode.Sessions;
@@ -6,6 +5,28 @@ using SVSim.BattleNode.Wire;
namespace SVSim.BattleNode.Hosting;
+///
+/// Validates an incoming WebSocket upgrade request, accepts it, and hands off to a fresh
+/// . Singleton; no per-request state.
+///
+///
+/// The validation chain — cheapest checks first, crypto only after both params are
+/// present, WS accept only after the store lookup confirms the credentials match an outstanding
+/// pending battle:
+///
+/// - Reject non-WS requests with 400 (someone hit /socket.io/ via plain HTTP).
+/// - Read BattleId and encrypted viewerId from request headers, falling back
+/// to query string. The real client puts them on headers despite BestHTTP's
+/// AdditionalQueryParams API name — see project README §Wire-format gotchas.
+/// - Decrypt the viewerId with ; reject on
+/// parse/decrypt failure.
+/// - Look up the in the store and verify the decrypted viewer
+/// matches the one the registered.
+/// - AcceptWebSocketAsync, remove the pending entry (it's now an active session), construct
+/// , await until the WS
+/// closes.
+///
+///
public sealed class BattleNodeWebSocketHandler
{
private readonly IBattleSessionStore _store;
@@ -19,6 +40,11 @@ public sealed class BattleNodeWebSocketHandler
_log = loggerFactory.CreateLogger();
}
+ ///
+ /// Endpoint entry point. Sets to 400 on any validation
+ /// failure; otherwise upgrades to a WebSocket and awaits
+ /// until the connection closes.
+ ///
public async Task HandleAsync(HttpContext ctx)
{
if (!ctx.WebSockets.IsWebSocketRequest)
diff --git a/SVSim.BattleNode/Lifecycle/ScriptedLifecycle.cs b/SVSim.BattleNode/Lifecycle/ScriptedLifecycle.cs
index 4d03e50..4a2b499 100644
--- a/SVSim.BattleNode/Lifecycle/ScriptedLifecycle.cs
+++ b/SVSim.BattleNode/Lifecycle/ScriptedLifecycle.cs
@@ -3,15 +3,38 @@ using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Lifecycle;
///
-/// v1 Path-A scripted opponent. Hand-rolled static frames good enough to land the client on
-/// the mulligan screen and let them play turn 1. Templates derived from
-/// data_dumps/captures/battle-traffic_tk2_regular.ndjson.
+/// v1 hand-rolled scripted opponent. Static frame builders for the five lifecycle uris
+/// (Matched / BattleStart / Deal / Swap response / Ready) plus a trivial opponent TurnStart
+/// the dispatch pushes after the player's TurnEnd. The values are templated from the TK2
+/// captures at data_dumps/captures/battle-traffic_tk2_regular.ndjson — anything
+/// hardcoded here came from a real prod frame.
///
+///
+/// "Scripted" means the opponent never reacts to your plays. We push enough to land
+/// you on the mulligan screen, run a real mulligan exchange, give you turn 1, transition
+/// to "Opponent's turn…" after your TurnEnd, and then sit there indefinitely. This
+/// is the documented v1 stopping point.
+///
+/// All builders go through , which injects
+/// resultCode = 1 into every body. The client's OnReceived drops any
+/// synchronize push whose resultCode != Success (absent counts as None=0); leaving
+/// it off silently breaks the state machine without surfacing an error.
+///
+/// To make this less scripted: see the project README §"Where to extend".
+///
public static class ScriptedLifecycle
{
- /// 30 dummy cardIds — repeats of a stable neutral card.
+ ///
+ /// CardId used for all 30 entries in the dummy deck. A stable neutral card that exists in
+ /// every card-master version we care about, so the client can render it without
+ /// triggering a card-master-mismatch error.
+ ///
public static readonly long DummyCardId = 100011010;
+ ///
+ /// Viewer id we present as the opponent on every scripted push. Out-of-range vs. real
+ /// viewer ids so it can't collide with a real account in the auth pipeline.
+ ///
public const long FakeOpponentViewerId = 999_999_999L;
public static MsgEnvelope BuildMatched(long playerViewerId, long opponentViewerId, string battleId)
diff --git a/SVSim.BattleNode/README.md b/SVSim.BattleNode/README.md
new file mode 100644
index 0000000..886f7ec
--- /dev/null
+++ b/SVSim.BattleNode/README.md
@@ -0,0 +1,137 @@
+# SVSim.BattleNode
+
+Socket.IO node-server scaffolding for in-battle traffic. Implements the second of the prod 4-server topology — the realtime channel that handles `Matched` / `BattleStart` / `Deal` / per-action `PlayActions` / `Echo` / `TurnEnd` between the client and a server-side opponent.
+
+**v1 scope** is "scripted thin sequencer": the server accepts a connection, walks a hand-rolled lifecycle from `InitNetwork` to mulligan + first turn + opponent TurnStart, then sits at the opponent's-turn screen indefinitely. No real opponent, no `battleCode` validation, no recovery. v2 work targets each of those.
+
+The library has **no dependency on `SVSim.EmulatedEntrypoint`**. It exposes one DI seam (`IMatchingBridge`) and one ASP.NET Core integration surface (`AddBattleNode` / `UseBattleNode`). Pulling the node into a separate process later is one interface and one Kestrel binding.
+
+## Architecture
+
+```
+SVSim.BattleNode/
+├─ Bridge/ IMatchingBridge — what /do_matching calls to mint a battle id + node URL
+├─ Hosting/ ASP.NET Core extensions + the /socket.io/ endpoint handler
+├─ Lifecycle/ ScriptedLifecycle — the v1 hand-rolled Matched/BattleStart/Deal/Swap/Ready frames
+├─ Protocol/ MsgEnvelope, NetworkBattleUri enum, msgpack ↔ envelope codec
+├─ Reliability/ InboundTracker (pubSeq dedup), OutboundSequencer (playSeq archive), Gungnir
+├─ Sessions/ BattleSession (per-connection state + WS pump), IBattleSessionStore
+└─ Wire/ EIO3 framing, SIO2 framing, NodeCrypto (AES-256-CBC)
+```
+
+## Connect handshake (verified end-to-end against the real client)
+
+```
+┌────────┐ ┌────────────┐
+│ Client │ │ BattleNode │
+└────┬───┘ └──────┬─────┘
+ │ │
+ │ HTTP POST /arena_two_pick_battle/do_matching │ (HTTP host)
+ ├──────────────────────────────────────────────────────────────►│
+ │ ◄── { matching_state:3004, battle_id, node_server_url, │
+ │ card_master_id, ... } │
+ │ │
+ │ WS upgrade ws:///socket.io/ │
+ │ headers: BattleId, viewerId=encryptForNode(uid) │
+ ├──────────────────────────────────────────────────────────────►│ AcceptWebSocketAsync
+ │ ◄── EIO3 Open 0{sid,upgrades:[],pingInterval,pingTimeout} │
+ │ │
+ │ msg: InitNetwork (cat=99/general) │
+ ├──────────────────────────────────────────────────────────────►│
+ │ ◄── synchronize: InitNetwork{resultCode:1} │
+ │ │
+ │ MatchingInitBattle: status=Connect; subscribe receiver │
+ │ msg: InitBattle (cat=2/matching) │
+ ├──────────────────────────────────────────────────────────────►│
+ │ ◄── synchronize: Matched{selfInfo,oppoInfo,selfDeck,bid} │
+ │ │
+ │ client loads decks/scene │
+ │ msg: Loaded │
+ ├──────────────────────────────────────────────────────────────►│
+ │ ◄── synchronize: BattleStart{turnState,battleType,...} │
+ │ ◄── synchronize: Deal{self,oppo} │
+ │ │
+ │ mulligan UI; player chooses cards to swap │
+ │ msg: Swap{idxList:[...]} │
+ ├──────────────────────────────────────────────────────────────►│
+ │ ◄── synchronize: Swap{self:[post-mulligan hand]} │
+ │ ◄── synchronize: Ready{self,oppo,idxChangeSeed,spin} │
+ │ │
+ │ turn 1: TurnStart, PlayActions, ..., TurnEnd │
+ ├──────────────────────────────────────────────────────────────►│
+ │ ◄── synchronize: TurnStart{spin} (opponent turn signal) │
+ │ │
+ │ sits at "Opponent's turn…" — v1 stopping point │
+```
+
+Each push from us carries a contiguous `playSeq`; client-emit `pubSeq` is echoed back via the Socket.IO ack callback. `Gungnir` runs a 5s alive heartbeat in parallel reporting `scs:ONLINE,ocs:ONLINE`.
+
+## Wire-format gotchas (discovered during v1 smoke)
+
+These are not in the original protocol docs and tripped us during the smoke walkthrough — leaving them here so the next reader doesn't repeat the diagnosis.
+
+| Spec said | Actual wire | Where it shows up |
+|---|---|---|
+| `AdditionalQueryParams` on the WS upgrade | **HTTP request headers**, not query string. BestHTTP misnames the API. | `BattleNodeWebSocketHandler.ReadCredential` reads `BattleId` / `viewerId` from headers first, query as fallback (for tests). |
+| `node_server_url` ws://host:port | `host:port/socket.io/` — **no scheme prefix**, **path included**. | `BattleNodeOptions.NodeServerUrl` default + `do_matching` response. |
+| `card_master_id` optional | **Required** when `matching_state ∈ {3004,3007,3011}` — no `Keys.Contains` guard client-side. | Added to `DoMatchingResponseDto` with default `1`. |
+| `resultCode` optional on pushes | **Required = 1** on every scripted synchronize frame; missing means "drop in error handler". | `ScriptedLifecycle.EnvelopeForPush` injects it. |
+| Matched in response to InitNetwork | **InitBattle**. Matched in response to InitNetwork lands before the client's matching handler is subscribed and silently drops. | See dispatch in `BattleSession.ComputeResponses`. |
+| WS binary frames carry raw msgpack | EIO3 prefixes binary frames with `0x04` (Message type byte), same as the leading digit on text frames. | `BattleSession.RunAsync` strips on read; `EncodeAndSendAsync` prepends on send. |
+
+There's also a JSON parsing pitfall worth knowing about (and that broke the mulligan): the inline conditional `el.TryGetInt64(out var l) ? l : el.GetDouble()` unifies its branches to the common implicit-convertible type. Since `long → double` is implicit, the long silently widens to double, and `OfType` downstream drops every entry. See `MsgEnvelope.ParseNumber` for the fix — keep number parsing in a separate method so each branch boxes its own runtime type.
+
+## v1 scripted opponent — what the client sees
+
+Hardcoded in `ScriptedLifecycle`:
+
+- **Your deck** is 30 copies of `cardId = 100011010` (a neutral card stable across card-master versions). Your actual TK2 draft is ignored.
+- **Your leader** is `classId="1"`, `charaId="1"` regardless of class you drafted.
+- **Opponent** is a fixed silhouette: `classId="8"`, KOR sleeve/emblem/degree, viewer id `999999999`.
+- **Battle seed** is `17548138L` in both info blocks (the seed is *shared* per battle per the spec).
+- **Mulligan** does real card replacement: any idx in your `idxList` is swapped for the next unused deck idx (`1..3` dealt, so `4..30` are pool).
+- **Opponent's turn** never actually does anything — we push a single `TurnStart{spin:100}` after your `TurnEnd` so the UI transitions to the opponent-turn display, then sit.
+
+## Where to extend
+
+| You want to | Touch |
+|---|---|
+| Use the real drafted deck | `ScriptedLifecycle.BuildMatched` (`selfDeck`) + the `IMatchingBridge` to plumb the viewer's TK2 run state through |
+| Show the real drafted class | `ScriptedLifecycle.BuildBattleStart` (`selfInfo.classId/charaId`) — read from the same source |
+| Add a real AI opponent | Replace the static dispatch in `BattleSession.ComputeResponses` (`TurnEnd → opponent TurnStart` case) with one that drives a decision engine. The `OutboundSequencer` already assigns `playSeq` for whatever you push. |
+| Implement recovery | `IBattleSessionStore` already keeps the pending registry. Add a per-battle archive (the `OutboundSequencer.Archive` already retains every assigned-playSeq push) and bind it to the HTTP `/battle/get_recovery_params` endpoint. |
+| Validate `battleCode` | Port `NetworkConsistency.GetConsistency` from the client decompilation. Hook into `BattleSession.HandleMsgEventAsync` on `TurnEnd` / `Judge`. |
+| Type the `orderList` register actions | Spec at `docs/api-spec/in-battle/register-actions.md` catalogs the eight shapes observed in TK2 captures. Build a discriminated union; replace `Dictionary` in the `Body` for the relevant URIs. |
+
+## Test layout
+
+```
+SVSim.UnitTests/BattleNode/
+├─ Bridge/ MatchingBridgeTests (3 tests — mint id, dedup, format)
+├─ Integration/ BattleNodeFlowTests (end-to-end via WebApplicationFactory)
+│ RawSocketIoTestClient (test helper)
+├─ Lifecycle/ ScriptedLifecycleTests (11 tests)
+├─ Protocol/ MsgEnvelopeTests (4 tests incl. number-array regression)
+│ MsgPayloadCodecTests (2 tests — roundtrip + known vector)
+├─ Reliability/ GungnirTests / InboundTrackerTests / OutboundSequencerTests
+├─ Sessions/ BattleSessionDispatchTests (8 tests — phase-state machine)
+│ InMemoryBattleSessionStoreTests
+└─ Wire/ NodeCryptoTests (with fixed-vector regression)
+ EngineIoFrameTests
+ SocketIoFrameTests (incl. binary attachment + JSON escaping)
+```
+
+Total ~71 BattleNode-scoped tests. The integration test boots the EmulatedEntrypoint host via `SVSimTestFactory`, mints a battle through `IMatchingBridge`, opens a TestServer WebSocket, and walks the full handshake through Ready. It exercises every layer.
+
+## Related docs
+
+- `docs/api-spec/in-battle/transport.md` — Socket.IO + AES-for-node wire format, with smoke corrections inline.
+- `docs/api-spec/in-battle/matching.md` — `do_matching` bridge + client state machine.
+- `docs/api-spec/in-battle/server-to-client.md`, `client-to-server.md` — per-uri frame shapes.
+- `docs/api-spec/in-battle/register-actions.md` — `orderList` action catalog (for v2).
+- `docs/api-spec/in-battle/reliability.md` — pubSeq/playSeq stocking + Gungnir.
+- `docs/api-spec/in-battle/recovery.md` — the reconnect handshake (deferred to v2).
+- `docs/operations/battle-node-smoke.md` — manual end-to-end checklist.
+- `docs/operations/battle-node-smoke-walkthrough.md` — annotated walkthrough with per-step diagnostics.
+- `docs/superpowers/specs/2026-05-31-battle-node-transport-design.md` — v1 design.
+- `docs/superpowers/plans/2026-05-31-battle-node-transport.md` — v1 implementation plan.
diff --git a/SVSim.BattleNode/Sessions/BattleSession.cs b/SVSim.BattleNode/Sessions/BattleSession.cs
index 4e0c736..043afda 100644
--- a/SVSim.BattleNode/Sessions/BattleSession.cs
+++ b/SVSim.BattleNode/Sessions/BattleSession.cs
@@ -178,6 +178,18 @@ public sealed class BattleSession
}
}
+ ///
+ /// Pure-logic lifecycle state machine: given an inbound and the
+ /// current , return the envelopes the session should push back AND
+ /// transition . Extracted as an internal method so unit tests can drive
+ /// the state machine without standing up a real WebSocket.
+ ///
+ ///
+ /// Ordered list of (envelope, no-stock) tuples. NoStock = true means the push is a
+ /// control frame (ack / BattleFinish) and bypasses 's
+ /// playSeq assignment + Resume archive. NoStock = false means the push is part of
+ /// the ordered stream and gets a fresh playSeq.
+ ///
internal IReadOnlyList<(MsgEnvelope Envelope, bool NoStock)> ComputeResponses(MsgEnvelope env)
{
var result = new List<(MsgEnvelope Envelope, bool NoStock)>();