- _IfaceImpl.g.cs: extend header to warn about hand-edits; tag all bare // HEADLESS-FIX lines with their milestone (M13 on GetSideLogControl ×2) so `grep HEADLESS-FIX` reliably surfaces every block before a regen. - HeadlessHandViewStub / HeadlessPlayQueueViewStub: narrow from public to internal sealed — both stubs are consumed only within SVSim.BattleEngine (via the generated partial impls); no public surface exposes the concrete type, so internal is correct and aligns with HeadlessIconAnimations. - SessionBattleEngine.SeedMulliganInfoControl: add one-line comment on the GetComponent<MulliganInfoControl>() call explaining the shim's lazy materialisation behaviour (otherwise reads like a guaranteed NRE). Co-Authored-By: Claude Sonnet 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.