#3: SocketIoFrame.Parse now range-checks the packet type char (was unchecked cast — any char outside 0-6 produced an undefined enum value) and uses int.TryParse for ack-id (was int.Parse — a >10-digit ack-id threw OverflowException, tearing down the WS mid-game). Both now throw ArgumentException consistently. The read loop in RealParticipant wraps both EIO and SIO parse calls with try-catch so a malformed frame is logged and skipped instead of killing the battle. #4: MatchedSelfInfo/MatchedOppoInfo OppoId and Seed narrowed from long to int. The client reads both with Convert.ToInt32 inside a swallowing try/catch — any value > int.MaxValue silently dropped the Matched event, preventing the battle from starting. Seed was already int-range (BattleSeeds.Stable returns int); OppoId (viewer ID) is ~847M in captures, well under int.MaxValue. The narrowing cast now happens explicitly in ServerBattleFrames.BuildMatched at the wire boundary. Co-Authored-By: Claude Opus 4.6 <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.