91472df6fc379d74e9319b16be5e6c63752454f2
Production WS path now constructs RealParticipant + ScriptedBotParticipant and hands them to BattleSessionV2 instead of the old single-WS BattleSession. Wire behaviour preserved end-to-end (BattleNodeFlowTests still pass). Also fixes a RunAsync bug uncovered by the cutover: WhenAny would terminate the session as soon as the scripted bot's no-op RunAsync resolved, killing the live WS read loop before any traffic arrived. Phase 1 semantics are simpler — wait for ALL participants. Phase 2's Pvp disconnect propagation will revisit this.
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
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C#
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