The engine is constructed per session, seated once from the master seed + both shuffled decks (F-N-5), and fed each frame via ShadowIngest — all inside a try/catch in ComputeFrames so a shadow failure can never break live dispatch (ND1/ND6). Routes still come from the existing handlers: wire output is byte-for-byte unchanged. FrameDispatchContext gains the Engine ref for N2+. csproj: PrivateAssets=compile on the engine ref so its global-namespace type surface (MessagePackSerializer, UserConfig, UserCard, ChallengeConfig, ...) does not leak transitively into SVSim.EmulatedEntrypoint (which references BattleNode) and collide with that project's own types; the runtime DLL still flows. All 238 BattleNode unit tests pass; EmulatedEntrypoint builds clean. 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.