Files
SVSimServer/SVSim.BattleNode
gamer147 6740313446 feat(battlenode): Receive ingests a captured PlayActions headless (Phase 2 N0)
Receive feeds the decoded frame into the mgr's own NetworkBattleReceiver
(isHaveSequence:true, checkBreakData:false — mirroring the engine's
RecoveryDataHandler frame replay), reboxing object?->object for nested data.
No engine gaps surfaced; the only fix was a test-harness one (load all deck ids
in a single HeadlessCardMaster.Load — per-id calls each replace the master).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:36 -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.