Source the played card's opponent-facing knownList[].cardId off the shadow engine (SessionBattleEngine.PlayedCardId -> BattleCardBase.CardId), engine-first with the wire-mined idx->cardId map as the fallback. PROVEN engine-resolved (each backed by a HeadlessConductorTests PlayedCardId_* test): deck cards and receive-path substituted/ revealed tokens (engine seats the wire id at the wire idx). PARTIAL retirement: the wire-mining bookkeeping (MineAddOps/MineChoicePicks/MineCopyTokens + Record*From) is KEPT as the load-bearing fallback. The choice/Discover, copy/clone and cross-side (isSelf:0) token cases are NOT proven to resolve at a wire idx headless — the autonomous token_draw path seats a chosen token at engine Index 0 (would collide with the leader), and copy/cross-side aren't cheaply fixturable. Deleting their mining on faith would silently corrupt opponent reveals, so it stays behind a TODO(M-HC-4f) gate. - SessionBattleEngine.PlayedCardId: new accessor mirroring PlayedCardClan/Tribe. - BuildPlayedCard: signature deckMap->explicit cardId; null on cardId==0 (no engine id AND no mined/deck-map fallback). - PlayActionsHandler: cardId = engine.PlayedCardId(seat, idx, fallback: mapped) ; mining retained. - Tests: PlayedCardId_* (deck/substituted/degrade pass; choice-gap [Explicit] documents the Index-0 finding). KnownListBuilder + CaptureConformance call-sites updated to new signature. Full BattleNode suite 263/263 green; HeadlessConductorTests 27/27; drift clean; no Engine edits. Co-Authored-By: Claude Opus 4.8 <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.