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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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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@@ -33,10 +33,17 @@ namespace Wizard.Battle.View.Vfx
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public sealed class InstantVfx : VfxBase
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{
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// Stored, never invoked (headless suppression -- see file header).
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// Stored, never invoked ON THE DIRECT ActionProcessor PATH (headless suppression -- see file
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// header: the mutation already happened synchronously before the VFX is built, so the M2-M12
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// direct-path oracles never need to run it). BUT on the RECEIVE-CONDUCTOR path the conductor
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// FUSES the authoritative mutation INTO this delegate (NetworkOperationCollectionBase.cs:63/73/86
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// register an InstantVfx whose body IS the play mutation). A node-side VfxMgr that executes the
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// registered InstantVfx (see HeadlessConductorVfxMgr) calls Run() to fire that mutation. Run() is
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// opt-in: the shared/default VfxMgr still no-ops registration, so the direct path is untouched.
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private Action _action;
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public static InstantVfx Create(Action action) => new InstantVfx { _action = action };
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public override bool IsVfxNonEmpty() => true;
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public void Run() => _action?.Invoke();
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}
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public sealed class WaitVfx : VfxBase
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