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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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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@@ -8,6 +8,7 @@ using System.Reflection;
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using System.Runtime.Serialization;
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using System.Text.Json;
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using BattleManagerBase = engine::BattleManagerBase;
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using BattleRecoveryInfo = engine::Wizard.BattleRecoveryInfo;
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using CardCSVData = engine::Wizard.CardCSVData;
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using CardMaster = engine::Wizard.CardMaster;
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using Certification = engine::Cute.Certification;
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@@ -76,6 +77,15 @@ internal static class EngineGlobalInit
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// Suppress VFX / take the virtual-battle resolution path (no live view layer).
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BattleManagerBase.IsForecast = true;
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// The receive-conductor deal path runs under IsRecovery (SessionBattleEngine sets it after
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// construction) and reads Data.BattleRecoveryInfo.IsMulliganEnd in MulliganMgrBase.StartDeal
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// (line 43) — null by default -> NRE. Seed a no-op instance with IsMulliganEnd=false (the
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// default) so the deal returns its real parallel VFX rather than the mulligan-end short
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// circuit. GetUninitializedObject skips the JsonData ctor. Only when absent (coexistence).
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if (Data.BattleRecoveryInfo == null)
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Data.BattleRecoveryInfo =
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(BattleRecoveryInfo)FormatterServices.GetUninitializedObject(typeof(BattleRecoveryInfo));
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// --- static CardMaster (full cards.json) ----------------------------------------------
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// ALWAYS rebuild + re-inject the FULL master. We must not defer to a possibly-thin
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// existing Default (e.g. a HeadlessCardMaster.Load(singleCard) from an earlier test in
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