Step 5 of multi-instancing migration. GameMgr.GetIns() now resolves through BattleAmbient.Require() (throws when no scope active — fail-fast since engine callers unconditionally dereference). SessionBattleEngine now owns a single BattleAmbientContext, pushed via BattleAmbient.Enter at Setup/Receive/all ~30 read accessors and Debug* seams. EngineGlobalInit.WirePerSessionGameMgr extracted out of the _done-gated block: GameMgr is now per-session (ctx.GameMgr is a fresh `new()` per SessionBattleEngine), so the DataMgr chara ids + NetworkUserInfoData seeding must run every Setup, not process-once. The wiring itself is already idempotent. Without this, second-or- later sessions in a process NRE in NetworkBattleManagerBase.CreateBackgroundId. Expected state: SVSim.BattleEngine.Tests have known-failing tests that don't go through SessionBattleEngine (Task 6 wraps HeadlessFixture). SVSim.UnitTests mostly recover; residual failures (deal-frame Accepted:false in conductor integration tests) are captured in data_dumps/task5-test-output/failing-tests-after-task5-node-postwrap.txt for Task 7. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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.