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tests are marked Ignore (superseded): they passed VACUOUSLY when the receive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>
Adds SessionBattleEngine.PlayedCardSpellboost + PeekPlayedCardSpellboost (pre-resolve
read of the acting seat's hand card by Index==playIdx) and a CaptureReplay.InterleavedSends
helper. The non-circular capture oracle (engine-derived spellboost vs prod's independent
emission to cl2: idx2->1, idx14->2) is added but [Ignore]'d: the headless receive path does
not apply the wire's authoritative orderList (Deal/Swap don't seat the mulligan hand, draws
follow the seeded deck top instead of the wire move ops, plays never remove the card, alter
spellboost never accumulates), so the engine cannot yet DERIVE the count. Closing this needs
an Engine/*.cs + VfxMgr-execution logic change (escalation per the N2 playbook), not a
mechanical no-op fill. Read surface, node + engine builds, drift, and the rest of the
SessionEngine suite are green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Full single-client capture replay (cl1 send=player seat, receive=opponent seat,
ts-ordered) ingests end-to-end: 33 frames, 0 rejects, 0 invariant violations at
turn boundaries (leader life/PP/board/hand).
Headless gaps filled per playbook (no Engine/ drift):
- IsRecovery=true after construction: the engine's own headless replay mode gates
the live view/UI layer off (BattleUIContainer, turn-control UI, VFX waits) while
keeping the live NetworkBattleReceiver (ND4) and authoritative state.
- Seed ToolboxGame.RealTimeNetworkAgent, BattleUIContainer, _backGround, and
per-player NullPlayerEmotion no-ops the receive/turn cycle dereferences.
- _IfaceImpl.g.cs (shim, not Engine/): BattleCardView.BattleCardIconAnimations
returns a lazy non-null no-op so the opponent card-reveal icon-init (deferred
VFX) doesn't NRE.
- HeadlessCardMaster.Load made cumulative: it replaced the global CardMaster each
call, so a Load(deck) evicted the oracle card set and broke tests run after.
Adds board-state accessors (LeaderLife/Pp/HandCount/BoardCount) and CaptureReplay
ts ordering.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Receive feeds the decoded frame into the mgr's own NetworkBattleReceiver
(isHaveSequence:true, checkBreakData:false — mirroring the engine's
RecoveryDataHandler frame replay), reboxing object?->object for nested data.
No engine gaps surfaced; the only fix was a test-harness one (load all deck ids
in a single HeadlessCardMaster.Load — per-id calls each replace the master).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CaptureReplay normalizes the capture's send/receive envelope asymmetry (send
frames carry uri at top level + bare payload body; receive frames carry a full
envelope body) and extracts selfDeck + master seed from Matched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mirrors HeadlessFixture.NewNetworkEmitBattle wiring (opponent seating, leader
life, card templates, deck seeding) minus the emit-only RealTimeNetworkAgent
scaffolding (shadow only receives). Probe passed first run — M13 already filled
the network-mgr construction gaps. No Engine/ edits; drift clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SessionContentsCreator mirrors the test HeadlessContentsCreator fully (all
IBattleMgrContentsCreator members) so it compiles; Setup/Receive throw pending
the Task 3/4 probes. New files use the 'engine' extern alias.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>