Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/FrameDispatchContext.cs
gamer147 e982300c6d feat(battlenode): inject SessionBattleEngine into BattleSession in pure shadow (Phase 2 N1 exit)
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>
2026-06-06 15:35:35 -04:00

3.6 KiB