Add CaptureConformanceTests: drive one Scripted lifecycle, harvest all ten server-authored synchronize frames (InitNetwork/Matched/BattleStart/Deal/Swap/ Ready/TurnStart/TurnEnd/Judge/BattleFinish), re-serialize via MsgEnvelope.ToJson, and diff each against representative prod TK2 capture frames embedded as a fixture. Comparison is capture-subset-of-ours on body shape (recursive keys + value category), so missing/miscased/mistyped fields fail but extra envelope fields we emit don't; pure sequencing keys are excluded. Because PvP reuses the same ScriptedLifecycle builders for the handshake/mulligan frames, this transitively locks the PvP handshake shape -- a regression oracle that outlives the June-2026 server shutdown. Also replace the stale v1-only README with a pointer to the canonical docs/battle-node.md hub (outer repo). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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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.