Adds SessionBattleEngine.PlayedCardSpellboost + PeekPlayedCardSpellboost (pre-resolve read of the acting seat's hand card by Index==playIdx) and a CaptureReplay.InterleavedSends helper. The non-circular capture oracle (engine-derived spellboost vs prod's independent emission to cl2: idx2->1, idx14->2) is added but [Ignore]'d: the headless receive path does not apply the wire's authoritative orderList (Deal/Swap don't seat the mulligan hand, draws follow the seeded deck top instead of the wire move ops, plays never remove the card, alter spellboost never accumulates), so the engine cannot yet DERIVE the count. Closing this needs an Engine/*.cs + VfxMgr-execution logic change (escalation per the N2 playbook), not a mechanical no-op fill. Read surface, node + engine builds, drift, and the rest of the SessionEngine suite are green. 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.