Files
SVSimServer/SVSim.BattleNode
gamer147 07ffc8906d feat(battlenode): opponent reveal resolves on engine state via ReplaceReceivedCards (M-HC-2)
Drive a node-native battle to seat B's turn, then ingest an opponent
PlayActions reveal frame (knownList[{idx,cardId,to:Field}], isPlayerSeat:false)
matching battle_test_cl2's wire shape. The engine's ReplaceReceivedCard.ReplaceCard
-> CreateActualCard -> CreateBattleCardWithGameObject path resolves headless and
seats the substituted card on seat B's board with the wire cardId. No Engine/ logic
edits and no new view shims were needed — the card-creation view surface is fully
covered by the BackGround/icon-anim/play-queue/hand stubs from Tasks 2/3.

Adds InPlayCardId(seat, boardPos) accessor (SessionBattleEngine + harness) to read a
seated in-play follower's true identity, leader-excluded like BoardCount.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 20:51:55 -04:00
..

SVSim.BattleNode

Socket.IO node-server emulation for in-battle real-time traffic — the second of prod's 4-server topology. Handles Matched / BattleStart / Deal / per-action PlayActions / Echo / TurnEnd between a client and a server-side opponent, for TK2 PvP and AI rank battles.

Documentation lives in the outer repo

This project's canonical reference is a single hub doc in the outer SVSim repo (this directory is an inner git repo, so the doc isn't tracked alongside the code):

docs/battle-node.md (from the SVSim root) — architecture, the dispatch matrix by battle type, connect handshake + crypto, BattleFinish wire-result semantics, SIO/EIO event coverage, reliability (pubSeq/playSeq/Gungnir), wire-format gotchas, where-to-extend, the manual smoke walkthrough, and the consolidated open-items list.

Relative path from here: ../../../docs/battle-node.md.

Detailed per-URI wire shapes are in docs/api-spec/in-battle/; the hub links into them.

Keep docs/battle-node.md updated in the same change whenever you alter node behavior.