Task 2's WireMulliganPhase already installed the full mulligan delegate set (Swap/Ready, not just Deal) via MulliganEventSetting, and the mulligan + turn-draw mutations flow through VfxMgr.RegisterSequentialVfx — which HeadlessConductorVfxMgr runs for InstantVfx. So Swap/Ready/ TurnStart/TurnEnd resolve headless with ZERO new shim/seed/view fills. Adds the M-HC-1 milestone assertions: a mulligan-swap test (post-swap hand holds deck idx 1,2,4 — idx-3 swapped for the next unused idx) and a two-turn test (Deal->Swap->Ready->TurnStart/TurnEnd x2) asserting the engine's deterministic node-native progression on both seats (hand/deck/PP/turn/leader-life) at each boundary. Frame shapes mirror the captured battle_test_cl1 receive stream (self/oppo pos-idx lists, spin). Harness/node: +DeckCount/Turn board-state pass-throughs (test reads). 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.