Files
SVSimServer/SVSim.BattleNode
gamer147 7e167b1cef refactor(battlenode): centralize inbound wire-key literals in WireKeys (§C)
Behavior-preserving; 231 BattleNode tests green (capture-conformance suite drives
real prod frames, so a wrong constant would fail).

New Sessions/Dispatch/WireKeys.cs holds the 28 inbound-body read keys (orderList /
keyAction / targetList / uList field names). KnownListBuilder, PlayActionsHandler,
EchoHandler, and BattleFrames.ExtractIdxList now read through it instead of repeated
inline strings, so a parse-side typo ("isSelf" vs "IsSelf") can no longer silently
degrade token resolution. Outbound [JsonPropertyName] attributes left as-is (already
single-source per DTO).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 07:30:02 -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.