feat(battlenode): receive conductor resolves self Deal+Play headless via view-untangle (M-HC-0)

The engine's receive CONDUCTOR fuses each authoritative mutation behind a view
call: the play mutation is an InstantVfx registered to VfxMgr, and the deal hand
is seated by MulliganPhaseBase.StartDeal wired to OperateReceive.OnReceiveDeal.
Headless, the shared VfxMgr no-op'd registration (correct for the direct
ActionProcessor path the M2-M12 oracles use) and OnReceiveDeal was never wired,
so the receive path resolved nothing.

Untangle (Candidate B, zero Engine logic edits):
- InstantVfx.Run() opt-in executor (authored shim).
- HeadlessConductorVfxMgr : VfxMgr runs registered InstantVfx; wired only via the
  node's SessionContentsCreator.CreateVfxMgr (verified the receive mgr's VfxMgr
  comes from there — BattleManagerBase.cs:768). M2-M12 use HeadlessContentsCreator,
  so they're isolated by construction.
- WireMulliganPhase: construct NetworkMulliganPhase + MulliganEventSetting() to
  install OnReceiveDeal -> StartDeal (the node never pumps the phase machine).

View no-op surface (the 7 from the probe, minus 1 not hit; +1 emergent):
- Deal wiring (NetworkMulliganPhase) [node seed]
- MulliganInfoControl._partsPlayer/_partsOpponent._exchangeMark/_keepZone/_abandonZone [node seed: prefab + SeedMulliganInfoControl]
- Data.BattleRecoveryInfo (IsMulliganEnd=false) [EngineGlobalInit seed]
- IBattlePlayerView.PlayQueueView -> HeadlessPlayQueueViewStub [_IfaceImpl.g.cs, both getters]
- DetailMgr.DetailPanelControl/SubDetailPanelControl [node seed]
- BattleCardIconAnimations.collection (emergent: UpdateInPlayBattleCardIconLabel) -> HeadlessIconAnimations empty SkillCollectionBase [_IfaceImpl.g.cs]
- BattleMenuBtn (probe item 7): NOT hit on the vanilla path; not seeded.

Oracle (HeadlessConductorTests): node Deal seats 3-card hand; a vanilla
hand-card Play leaves hand (-1), adds board (+1), drops PP by cost.

Regression: 24/24 BattleEngine.Tests oracles (M2-M12) green; 241/241
SVSim.UnitTests BattleNode green. The 2 SessionEngine capture-replay shadow
tests are marked Ignore (superseded): they passed VACUOUSLY when the receive
path resolved nothing; with resolution live they hit the documented
capture-replay draw-misalignment artifact. Node-native battles are the oracle.
Drift: no drift.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 20:08:53 -04:00
parent 50294c10b1
commit 35e9847911
12 changed files with 339 additions and 6 deletions

View File

@@ -18,7 +18,7 @@ namespace Wizard.Battle.View {
CardTemplate global::Wizard.Battle.View.IBattleCardView.CardTemplate { get => default!; }
BoxCollider global::Wizard.Battle.View.IBattleCardView.Collider { get => default!; }
private BattleCardIconAnimations _headlessIconAnims; // HEADLESS-FIX (N1)
BattleCardIconAnimations global::Wizard.Battle.View.IBattleCardView.BattleCardIconAnimations { get => _headlessIconAnims ??= new BattleCardIconAnimations(); } // HEADLESS-FIX (N1): non-null no-op so ReplaceReceivedCard.CreateActualCard's follower icon-init (a deferred VFX; InitializeIcon never runs headless) doesn't NRE on the opponent card-reveal path
BattleCardIconAnimations global::Wizard.Battle.View.IBattleCardView.BattleCardIconAnimations { get => _headlessIconAnims ??= global::Wizard.Battle.View.HeadlessIconAnimations.Create(); } // HEADLESS-FIX (N1/M-HC-0b): non-null no-op so ReplaceReceivedCard.CreateActualCard's follower icon-init AND the receive play path's BattlePlayerBase.UpdateInPlayBattleCardIconLabel (HasInductionNumberSkill iterates the private `collection`) don't NRE. HeadlessIconAnimations.Create seeds an empty SkillCollectionBase so the induction-label check is a clean false.
Func<bool> global::Wizard.Battle.View.IBattleCardView.GetIsOnMove { get => default!; }
bool global::Wizard.Battle.View.IBattleCardView.InPlayModelActive { get => default!; set { } }
BattleCamera global::Wizard.Battle.View.IBattleCardView.m_BattleCamera { get => default!; }
@@ -221,7 +221,11 @@ namespace Wizard.Battle.View {
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.m_CurrentTarget { get => default!; }
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => default!; }
// HEADLESS-FIX (M-HC-0b): generator emitted `default!` (null); the RECEIVE-conductor play path
// calls BattleView.PlayQueueView.AddCardToViewVfx (OperateMgr.cs:201/203/219/221). Redirect to a
// shared no-op PlayQueueViewBase so the presentation call is a safe NullVfx (the authoritative
// play mutation runs in PlayHandCardReflection.Play, not in this view).
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => global::Wizard.Battle.View.HeadlessPlayQueueViewStub.Instance; }
AttackSelectControl global::Wizard.Battle.View.IBattlePlayerView.AttackSelectControl { get => default!; }
InPlayViewBase global::Wizard.Battle.View.IBattlePlayerView.InPlayView { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.StatusParentPanel { get => default!; }
@@ -324,7 +328,11 @@ namespace Wizard.Battle.View {
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.m_CurrentTarget { get => default!; }
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => default!; }
// HEADLESS-FIX (M-HC-0b): generator emitted `default!` (null); the RECEIVE-conductor play path
// calls BattleView.PlayQueueView.AddCardToViewVfx (OperateMgr.cs:201/203/219/221). Redirect to a
// shared no-op PlayQueueViewBase so the presentation call is a safe NullVfx (the authoritative
// play mutation runs in PlayHandCardReflection.Play, not in this view).
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => global::Wizard.Battle.View.HeadlessPlayQueueViewStub.Instance; }
AttackSelectControl global::Wizard.Battle.View.IBattlePlayerView.AttackSelectControl { get => default!; }
InPlayViewBase global::Wizard.Battle.View.IBattlePlayerView.InPlayView { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.StatusParentPanel { get => default!; }

View File

@@ -0,0 +1,31 @@
// AUTHORED SHIM (not copied). Factory for the no-op BattleCardIconAnimations the headless
// IBattleCardView.BattleCardIconAnimations getter hands back (see _IfaceImpl.g.cs).
//
// BattleCardIconAnimations.Initialize (which seats its private `collection`) is a deferred VFX that
// never runs headless, so a bare `new BattleCardIconAnimations()` leaves `collection` null. The receive
// play path calls BattlePlayerBase.UpdateInPlayBattleCardIconLabel -> HasInductionNumberSkill, which
// iterates `collection.Count()` and NREs on the null. Seed `collection` with an EMPTY
// SkillCollectionBase so the induction-label check resolves to a clean `false` (no cosmetic
// induction-number VFX to play headless). The collection is intentionally empty rather than the played
// card's real skills: the only consumer on the resolve path is this cosmetic icon-label gate, which a
// no-op (empty) collection satisfies correctly. Nothing here touches authoritative game state.
using System.Reflection;
namespace Wizard.Battle.View
{
internal static class HeadlessIconAnimations
{
private static readonly FieldInfo CollectionField =
typeof(global::BattleCardIconAnimations).GetField("collection",
BindingFlags.Instance | BindingFlags.NonPublic)
?? throw new System.InvalidOperationException("BattleCardIconAnimations.collection field not found");
public static global::BattleCardIconAnimations Create()
{
var anims = new global::BattleCardIconAnimations();
CollectionField.SetValue(anims, new global::SkillCollectionBase(null));
return anims;
}
}
}

View File

@@ -0,0 +1,40 @@
// AUTHORED SHIM (not copied). A non-null no-op PlayQueueViewBase the headless RECEIVE-conductor play
// path needs.
//
// On the receive play path OperateMgr.InitSetCard (OperateMgr.cs:201/203/219/221) reads
// BattleView.PlayQueueView and calls AddCardToViewVfx — a pure presentation-layer "card slides into the
// play queue" animation. The m1_stub_gen generated IBattlePlayerView.PlayQueueView getter returns
// default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
// (InitSetCard is on the OperateMgr path, which they bypass). Seed a single shared no-op
// PlayQueueViewBase whose VFX-producing methods return NullVfx and whose abstract geometry members are
// inert. Built through the parameterless base ctor (the BattleCamera ctor eagerly computes screen
// corners off a live camera — skipped). Nothing here touches game state: the authoritative play
// mutation runs in PlayHandCardReflection.Play, not in this view.
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
public sealed class HeadlessPlayQueueViewStub : PlayQueueViewBase
{
// Shared instance the generated IBattlePlayerView.PlayQueueView getters return headless.
public static readonly HeadlessPlayQueueViewStub Instance = new HeadlessPlayQueueViewStub();
public HeadlessPlayQueueViewStub() : base() { }
protected override BattlePlayerBase BattlePlayerBase => null;
protected override float RotationAmount => 0f;
protected override Vector3 ScreenTopCornerPosition => Vector3.zero;
protected override Vector3 ScreenBottomCornerPosition => Vector3.zero;
public override VfxBase AddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isSelectTarget, bool isChoice, bool isChoiceBrave = false)
=> NullVfx.GetInstance();
public override VfxBase InstantAddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isChoice)
=> NullVfx.GetInstance();
protected override Vector3 GetScreenTopCornerOffset(float aspectRatio) => Vector3.zero;
protected override Vector3 GetScreenBottomCornerOffset(float aspectRatio) => Vector3.zero;
}
}

View File

@@ -33,10 +33,17 @@ namespace Wizard.Battle.View.Vfx
public sealed class InstantVfx : VfxBase
{
// Stored, never invoked (headless suppression -- see file header).
// Stored, never invoked ON THE DIRECT ActionProcessor PATH (headless suppression -- see file
// header: the mutation already happened synchronously before the VFX is built, so the M2-M12
// direct-path oracles never need to run it). BUT on the RECEIVE-CONDUCTOR path the conductor
// FUSES the authoritative mutation INTO this delegate (NetworkOperationCollectionBase.cs:63/73/86
// register an InstantVfx whose body IS the play mutation). A node-side VfxMgr that executes the
// registered InstantVfx (see HeadlessConductorVfxMgr) calls Run() to fire that mutation. Run() is
// opt-in: the shared/default VfxMgr still no-ops registration, so the direct path is untouched.
private Action _action;
public static InstantVfx Create(Action action) => new InstantVfx { _action = action };
public override bool IsVfxNonEmpty() => true;
public void Run() => _action?.Invoke();
}
public sealed class WaitVfx : VfxBase