Files
SVSimServer/SVSim.BattleNode
gamer147 e96cc3363c refactor(battlenode): guard generated iface-impl against regen + stub visibility (M-HC-0 review)
- _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>
2026-06-06 20:20:34 -04:00
..

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.