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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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>
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@@ -18,7 +18,7 @@ namespace Wizard.Battle.View {
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CardTemplate global::Wizard.Battle.View.IBattleCardView.CardTemplate { get => default!; }
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BoxCollider global::Wizard.Battle.View.IBattleCardView.Collider { get => default!; }
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private BattleCardIconAnimations _headlessIconAnims; // HEADLESS-FIX (N1)
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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
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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.
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Func<bool> global::Wizard.Battle.View.IBattleCardView.GetIsOnMove { get => default!; }
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bool global::Wizard.Battle.View.IBattleCardView.InPlayModelActive { get => default!; set { } }
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BattleCamera global::Wizard.Battle.View.IBattleCardView.m_BattleCamera { get => default!; }
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@@ -221,7 +221,11 @@ namespace Wizard.Battle.View {
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BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
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BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.m_CurrentTarget { get => default!; }
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PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => default!; }
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// HEADLESS-FIX (M-HC-0b): generator emitted `default!` (null); the RECEIVE-conductor play path
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// calls BattleView.PlayQueueView.AddCardToViewVfx (OperateMgr.cs:201/203/219/221). Redirect to a
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// shared no-op PlayQueueViewBase so the presentation call is a safe NullVfx (the authoritative
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// play mutation runs in PlayHandCardReflection.Play, not in this view).
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PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => global::Wizard.Battle.View.HeadlessPlayQueueViewStub.Instance; }
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AttackSelectControl global::Wizard.Battle.View.IBattlePlayerView.AttackSelectControl { get => default!; }
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InPlayViewBase global::Wizard.Battle.View.IBattlePlayerView.InPlayView { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.StatusParentPanel { get => default!; }
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@@ -324,7 +328,11 @@ namespace Wizard.Battle.View {
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BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
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BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.m_CurrentTarget { get => default!; }
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PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => default!; }
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// HEADLESS-FIX (M-HC-0b): generator emitted `default!` (null); the RECEIVE-conductor play path
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// calls BattleView.PlayQueueView.AddCardToViewVfx (OperateMgr.cs:201/203/219/221). Redirect to a
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// shared no-op PlayQueueViewBase so the presentation call is a safe NullVfx (the authoritative
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// play mutation runs in PlayHandCardReflection.Play, not in this view).
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PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => global::Wizard.Battle.View.HeadlessPlayQueueViewStub.Instance; }
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AttackSelectControl global::Wizard.Battle.View.IBattlePlayerView.AttackSelectControl { get => default!; }
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InPlayViewBase global::Wizard.Battle.View.IBattlePlayerView.InPlayView { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.StatusParentPanel { get => default!; }
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