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tests are marked Ignore (superseded): they passed VACUOUSLY when the receive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

@@ -8,6 +8,7 @@ using System.Reflection;
using System.Runtime.Serialization;
using System.Text.Json;
using BattleManagerBase = engine::BattleManagerBase;
using BattleRecoveryInfo = engine::Wizard.BattleRecoveryInfo;
using CardCSVData = engine::Wizard.CardCSVData;
using CardMaster = engine::Wizard.CardMaster;
using Certification = engine::Cute.Certification;
@@ -76,6 +77,15 @@ internal static class EngineGlobalInit
// Suppress VFX / take the virtual-battle resolution path (no live view layer).
BattleManagerBase.IsForecast = true;
// The receive-conductor deal path runs under IsRecovery (SessionBattleEngine sets it after
// construction) and reads Data.BattleRecoveryInfo.IsMulliganEnd in MulliganMgrBase.StartDeal
// (line 43) — null by default -> NRE. Seed a no-op instance with IsMulliganEnd=false (the
// default) so the deal returns its real parallel VFX rather than the mulligan-end short
// circuit. GetUninitializedObject skips the JsonData ctor. Only when absent (coexistence).
if (Data.BattleRecoveryInfo == null)
Data.BattleRecoveryInfo =
(BattleRecoveryInfo)FormatterServices.GetUninitializedObject(typeof(BattleRecoveryInfo));
// --- static CardMaster (full cards.json) ----------------------------------------------
// ALWAYS rebuild + re-inject the FULL master. We must not defer to a possibly-thin
// existing Default (e.g. a HeadlessCardMaster.Load(singleCard) from an earlier test in