Commit Graph

65 Commits

Author SHA1 Message Date
gamer147
4950a57b11 cull(engine-cleanup): pass-8 phase-2 cascade round 4 after CardDetailUI stub 2026-07-03 22:36:16 -04:00
gamer147
0bf981ce4d cull(engine-cleanup): pass-8 phase-2 cascade round 3 after CardDetailUI stub 2026-07-03 22:35:21 -04:00
gamer147
99120ec858 cull(engine-cleanup): pass-8 phase-2 cascade round 2 after CardDetailUI stub 2026-07-03 22:34:23 -04:00
gamer147
3d641e9e35 cull(engine-cleanup): pass-8 phase-2 cascade round 1 after CardDetailUI stub 2026-07-03 22:33:26 -04:00
gamer147
8e6dbad56b cull(engine-cleanup): pass-8 phase-2 — stub CardDetailUI to live surface 2026-07-03 22:32:22 -04:00
gamer147
f26e8ceaec cull(engine-cleanup): pass-8 phase-2 cascade round 4 after GachaUI stub 2026-07-03 22:28:42 -04:00
gamer147
4e49a1236d cull(engine-cleanup): pass-8 phase-2 cascade round 3 after GachaUI stub 2026-07-03 22:27:45 -04:00
gamer147
78971adc46 cull(engine-cleanup): pass-8 phase-2 cascade round 2 after GachaUI stub 2026-07-03 22:26:45 -04:00
gamer147
e3b8b8dc0c cull(engine-cleanup): pass-8 phase-2 cascade round 1 after GachaUI stub 2026-07-03 22:25:44 -04:00
gamer147
a0533bf2e3 cull(engine-cleanup): pass-8 phase-2 — stub GachaUI to live surface 2026-07-03 22:24:38 -04:00
gamer147
59de7a8b86 cull(engine-cleanup): pass-8 phase-2 cascade round 5 after AreaSelectUI stub 2026-07-03 22:22:31 -04:00
gamer147
80abda90bf cull(engine-cleanup): pass-8 phase-2 cascade round 4 after AreaSelectUI stub 2026-07-03 22:21:26 -04:00
gamer147
9d4d5ff1ec cull(engine-cleanup): pass-8 phase-2 cascade round 3 after AreaSelectUI stub 2026-07-03 22:20:18 -04:00
gamer147
b148eb2968 cull(engine-cleanup): pass-8 phase-2 cascade round 2 after AreaSelectUI stub 2026-07-03 22:19:20 -04:00
gamer147
ad525456be cull(engine-cleanup): pass-8 phase-2 cascade round 1 after AreaSelectUI stub 2026-07-03 22:18:12 -04:00
gamer147
7aabb6a405 cull(engine-cleanup): pass-8 phase-2 — stub AreaSelectUI to live surface 2026-07-03 22:17:04 -04:00
gamer147
41ddba8fda cull(engine-cleanup): pass-8 phase-2 cascade round 7 after MyPageItemHome stub 2026-07-03 22:05:22 -04:00
gamer147
7938c6198c cull(engine-cleanup): pass-8 phase-2 cascade round 6 after MyPageItemHome stub 2026-07-03 22:04:24 -04:00
gamer147
4aa0ccaea7 cull(engine-cleanup): pass-8 phase-2 cascade round 5 after MyPageItemHome stub 2026-07-03 22:03:27 -04:00
gamer147
e07cacc55e cull(engine-cleanup): pass-8 phase-2 cascade round 4 after MyPageItemHome stub 2026-07-03 22:02:30 -04:00
gamer147
17b436d33d cull(engine-cleanup): pass-8 phase-2 cascade round 3 after MyPageItemHome stub 2026-07-03 22:01:31 -04:00
gamer147
e9b112d083 cull(engine-cleanup): pass-8 phase-2 cascade round 2 after MyPageItemHome stub 2026-07-03 22:00:30 -04:00
gamer147
6cf95bcfd6 cull(engine-cleanup): pass-8 phase-2 cascade round 1 after MyPageItemHome stub 2026-07-03 21:59:29 -04:00
gamer147
d89e7d9634 cull(engine-cleanup): pass-8 phase-2 — stub MyPageItemHome to live surface 2026-07-03 21:58:31 -04:00
gamer147
57312b64be cull(engine-cleanup): pass-8 phase-2 cascade round 7 after MyPageItemBattle stub 2026-07-03 21:56:59 -04:00
gamer147
200b865728 cull(engine-cleanup): pass-8 phase-2 cascade round 6 after MyPageItemBattle stub 2026-07-03 21:55:58 -04:00
gamer147
b404ff40c0 cull(engine-cleanup): pass-8 phase-2 cascade round 5 after MyPageItemBattle stub 2026-07-03 21:54:57 -04:00
gamer147
8e7fc8b15a cull(engine-cleanup): pass-8 phase-2 cascade round 4 after MyPageItemBattle stub 2026-07-03 21:54:00 -04:00
gamer147
d1f56e6dda cull(engine-cleanup): pass-8 phase-2 cascade round 3 after MyPageItemBattle stub 2026-07-03 21:53:04 -04:00
gamer147
22ef593593 cull(engine-cleanup): pass-8 phase-2 cascade round 2 after MyPageItemBattle stub 2026-07-03 21:52:04 -04:00
gamer147
006a6ae7ab cull(engine-cleanup): pass-8 phase-2 cascade round 1 after MyPageItemBattle stub 2026-07-03 21:51:02 -04:00
gamer147
57dee92570 cull(engine-cleanup): pass-8 phase-2 — stub MyPageItemBattle to live surface 2026-07-03 21:49:55 -04:00
gamer147
3a652479f6 cull(engine-cleanup): pass-8 phase-2 cascade round 6
[trim] fully-unreachable files deleted: 1
[trim] files edited: 1, files deleted: 0, nodes removed: 1
[type-trim] files edited: 0, types removed: 0

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:23:50 -04:00
gamer147
7d1ea2b38d cull(engine-cleanup): pass-8 phase-2 cascade round 5
[trim] fully-unreachable files deleted: 1
[trim] files edited: 4, files deleted: 0, nodes removed: 6
[type-trim] files edited: 0, types removed: 0

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:22:48 -04:00
gamer147
8b07f6a0b2 cull(engine-cleanup): pass-8 phase-2 cascade round 4
[trim] fully-unreachable files deleted: 0
[trim] files edited: 5, files deleted: 0, nodes removed: 12
[type-trim] files edited: 0, types removed: 0

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:21:46 -04:00
gamer147
c88b8df409 cull(engine-cleanup): pass-8 phase-2 cascade round 3
[trim] fully-unreachable files deleted: 3
[trim] files edited: 6, files deleted: 0, nodes removed: 23
[type-trim] files edited: 0, types removed: 0

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:20:40 -04:00
gamer147
e3e0ba7a72 cull(engine-cleanup): pass-8 phase-2 cascade round 2
[trim] fully-unreachable files deleted: 3
[trim] files edited: 21, files deleted: 0, nodes removed: 38
[type-trim] files edited: 3, types removed: 3

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:19:36 -04:00
gamer147
c9628dee01 cull(engine-cleanup): pass-8 phase-2 cascade round 1
[trim] fully-unreachable files deleted: 6
[trim] files edited: 55, files deleted: 0, nodes removed: 244
[type-trim] files edited: 1, types removed: 1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:18:18 -04:00
gamer147
2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00
gamer147
fbac66fd0b chore(engine-ambient): harden shim + LocalLog statics for fixture parallelism
Follow-up to the multi-instancing migration. Wraps the process-shared engine
statics that aren't ambient-fronted but race between concurrent battles:

- UnityEngine.Resources._loaded: Dictionary -> ConcurrentDictionary.GetOrAdd
  (the shared prefab cache keyed by path; concurrent first-misses produced
  duplicate GameObjects + Dictionary corruption)
- UnityEngine.GameObject._components: Dictionary -> ConcurrentDictionary with
  Interlocked.CompareExchange init (Resources.Load returns SHARED prefab
  GameObjects, so two engines' Setup() can race on the same _components map
  — surfaced as "Operations that change non-concurrent collections" crashes
  during BattleManagerBase ctor's GetComponent<T>() chain)
- Wizard.LocalLog: single static lock around all mutating entry points
  (StringBuilder _lastTraceLogStringBuilder + ~12 mutable string/bool/int
  scratch fields; serializing the trace-log surface is cheap since logging
  is not the hot path)

Flips SVSim.BattleEngine.Tests assembly Parallelizable scope from Self to
Fixtures and restructures MultiInstanceEngineTests.StressN_BaselineMatches so
Setup runs INSIDE Task.Run (was previously serialized as a workaround for the
LocalLog races). The fixture is also lifted to ParallelScope.All so the
two-engines and stress tests can run alongside each other.

Suite fully green under fixture parallelism (59/0/2 across 3 consecutive runs);
SVSim.UnitTests still 1054/0/0 — true multi-instance correctness is now proved
end-to-end in tests rather than gated behind a serial workaround.

Manifest sha refresh + new patch artifact for the LocalLog edit (decomp-origin);
the two shim files are authored, so no metadata update is needed for them.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-08 08:02:49 -04:00
gamer147
c789d836f1 feat(engine-ambient): delete static fallbacks; add MultiInstanceEngineTests
Step 8 (final) of multi-instancing migration. All per-battle statics now
require a BattleAmbient scope — unwrapped writes throw InvalidOperationException
(fail-fast forcing function). MultiInstanceEngineTests proves correctness:
two parallel battles resolve independently, N=4/8/16 stress matches sequential
baseline, GameMgr.GetIns throws without scope.

Migration complete. EngineSessionGate gone. Suite fully green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 23:19:37 -04:00
gamer147
fe146fde50 refactor(engine-ambient): ViewerId/RealTimeNetworkAgent/BattleRecoveryInfo read ambient first
Step 4 of multi-instancing migration. Three additional per-battle statics
front-fronted by BattleAmbient.Current, each with a static fallback for
unwrapped callers. ViewerId's SavedataManager-persisting setter is preserved
on the fallback path; inside a scope, the setter is a no-op (the per-battle
perspective is fixed at scope entry).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 21:37:58 -04:00
gamer147
4e756a6c46 refactor(engine-ambient): BattleManagerBase.GetIns reads ambient first, static fallback
Step 3 of multi-instancing migration. The dominant per-battle singleton now
resolves through BattleAmbient.Current.Mgr when a scope is active. The legacy
'main' field is renamed _mainFallback and retained for unwrapped callers
(tests, anything not yet scope-wrapped). GetIns() still returns null when
neither is set, preserving the '?.Foo ?? default' patterns in engine code.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 21:23:27 -04:00
gamer147
3b5f2e18b3 refactor(engine-ambient): IsForecast/IsRandomDraw read ambient first, static fallback
Step 2 of multi-instancing migration. Both flags now resolve through
BattleAmbient.Current when a scope is active, otherwise hit a static fallback
that preserves today's behavior unchanged for unwrapped callers.

Suite green: SVSim.BattleEngine.Tests pass; SVSim.UnitTests baseline holds.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 21:11:49 -04:00
gamer147
addeb021d2 fix(battlenode): shadow engine tracks live PvP wire-truth (full battle, multiple bid regressions)
Six distinct fixes accumulated over live-test iterations against four bids
(654473755566, 806245601092, 283192092460, 131549100204, 799755786270) — together
they take the shadow engine from "throws on the first non-mulligan play" to
"survives a full PvP battle, only weird-edge-case Unity touches still left to whack".

1. Engine StableRandom seed aligned with clients' Matched.seed
   (BattleSession.EnsureEngineSetup, NodeNativeBattleHarness.Create). Clients seed
   _stableRandom with BattleSeeds.Stable(masterSeed) (the value the node ships in
   Matched.seed); we were passing the RAW masterSeed to engine.Setup, so every
   StableRandom call diverged from call #1 onward — every turn-1+ draw picked a
   different deck position than the clients. Verified Stable(1184631275)=1543475792
   matches the wire on bid 654473755566.

2. SeedDeck advances cardTotalNum to deck.Count+1 + pins BattleStartDeckCardList.
   Mirrors SBattleLoad.InitPlayer's tail (SBattleLoad.cs:1292). Without it,
   skill-generated tokens auto-assigned Index 0,1,... and COLLIDED with deck-loaded
   indices 1..40 — silent until something addressed the deck card with the
   colliding Index (Hoverboarder at deck idx 1 + a token at engine Index 1 made
   GetBattleCardIdx's SingleOrDefault throw on bid 806245601092).

3. BattleCardView.GameObject lazily non-null in the shim (ViewUiTouchStubs.cs).
   The IsRecovery card-create delegate (NetworkBattleManagerBase.cs:379) passes
   null cardGameObject; Skill_metamorphose.cs:147 in the in-play branch then NRE'd
   on `metamorphosedCard.BattleCardView.GameObject.transform.rotation = identity`,
   a purely cosmetic touch with no game-state implication. Bid 283192092460:
   Petrification on a board follower.

4. TranslateChoiceKeyAction unwraps wrapped selectCard on shadow ingest
   (SessionBattleEngine.cs, sibling to TranslateTargetOwners). Live sender-send
   wires Choice plays as selectCard:{cardId:[...], open:0}; engine's
   ConvertToListInt does `value as List<object>` — a Dict casts to null and
   foreach NREs. The receiver's swallow-all catch (NetworkBattleReceiver.cs:1255)
   logs to Debug.LogError + LocalLog — both shimmed/no-op'd headlessly — and
   returns false, but Receive calls ReceivedMessage with checkBreakData:false so
   the false isn't propagated. The play continues with choiceIdList=[], the chosen
   branch never resolves, the played card stays in hand; a later targeted play
   (A's bounce on B's "board" idx 20) then can't find the target → NRE on null in
   ActionProcessor.PlayCard:407. Bid 131549100204: B's Resonance + A's bounce.
   Opponent-relay path is unaffected — node strips selectCard from broadcasts.

5. HeadlessHandViewStub overrides HandUnfocus/HandFocus/FocusRearrangeHandHand
   to return NullVfx. CreateHandControl returns null in headless; the base
   methods unconditionally deref `_handControl.SetHandState(...)`. A follower
   with a when_spell_play Heal trigger fired on its leader for amount 0 — even
   a 0-heal drives ApplyHealing → CreatePullHandInVfx → HandUnfocus → NRE.
   Bid 799755786270: two consecutive spell plays both crashed this stack.
   Added InternalsVisibleTo("SVSim.BattleEngine.Tests") so the shim-level
   regression tests can pin the no-op contracts directly.

Plus the previous-session fixes carried in this same uncommitted state
(see docs/superpowers/plans/2026-06-07-shadow-engine-desync-handoff.md):
  - doesPlayerGoFirst:true + mgr.IsFirst:true (turn-1 draw count correct
    per seat)
  - RecoveryOperationCollection.PlayHandCardOperation routes all type:30
    through PlaySkillSelectHandCardOperation (skips the two-phase user-select
    guard that aborts targeted spells in recovery)
  - ShadowFeed + ToRawBody: server-generated typed bodies (DealBody, etc.)
    converted to RawBody before engine.Receive (`env.Body as RawBody`
    returned null for typed bodies)
  - Ready idxChangeSeed seeds A's XorShift via the receiver; B's seed is
    injected via SeedOppoIdxChange (BattleSeeds.IdxChange + viewerId)
  - ReadySpin defaulted to 0 (was 243) — non-zero double-cranks the shadow
    which ingests BOTH sides' Ready frames on one stream

Test counts: SVSim.UnitTests 1054/1054, SVSim.BattleEngine.Tests 34/34.

Open: known-residual Unity touches are individual whack-a-mole now (per-card
skill edge cases), not the structural divergences fixed here.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 19:05:07 -04:00
gamer147
201158db5d patch(rng-seam): make StableRandomDouble/StableRandomOnlySelf virtual (DP5, zero logic change)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-06 10:25:35 -04:00
gamer147
c47ae93027 feat(battle-engine-port): M3 COMPLETE — fixed-damage spell resolves headless (leader-life-delta oracle passes)
Card 900124030 (ELF cost-3, when_play damage=3 to enemy leader) resolves to
correct authoritative state headless via the IsForecast/IsRecovery +
ActionProcessor.PlayCard path. New oracle dimension (opponent leader-life delta)
passes; 3/3 tests green; engine still 0 errors; check_drift clean.

Four headless gaps, each mechanical (no logic/Unity wall):
- Data seam: InitLeaderLife (SetupInitialGameState->InitializeClassLife subset);
  leader BaseMaxLife was 0 => game-over => play silently rejected. M2 missed it
  (only asserted leader life unchanged: 0==0).
- Runtime cast: re-attach IClassBattleCardView on the generated
  NullClassBattleCardView stub (members already present; base-clause recovery
  stripped the decl). Compiled fine -> M1 loop never surfaced it.
- M1 mis-cut: copy NullVfxWithLoading verbatim (its GetInstance() lazy singleton
  was stubbed to default!/null). Same pattern as M2 NullCardVfxCreator.
- Card events: CreateHeadlessHandCard now calls SetupCardEvent so a spell's
  OnPlay->RemoveSpellCardFromHand / OnFinishWhenPlaySkill->AddSpellCardToCemetery
  fire (the bare CreateCardWithoutResources seam skips them).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 02:19:54 -04:00
gamer147
171f07ec74 feat(battle-engine-port): M2 COMPLETE — vanilla follower resolves headless (go/no-go = GO)
First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to
correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor.
PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play;
atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the
port approach is validated through the resolution path, not just M1's compile path.

VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN.
HeadlessCardMaster now loads the follower's real id from cards.json.

Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams,
never a Unity/logic wall):
- M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null):
  Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton
  was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator
  stub + its _IfaceImpl block; both manifested, check_drift clean.
- _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the
  explicit impls (which returned default!), shadowing public stubs. Fixed
  IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a
  non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs.

(GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl
copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 01:57:15 -04:00
gamer147
2b506574e7 feat(battle-engine-port): M2 step 1 — SingleBattleMgr constructs headless
First green of the M2 go/no-go probe: `new SingleBattleMgr(StandardBattleMgr-
ContentsCreator)` now builds the two-player pair fully headless against the shim,
no Unity runtime. Verdict: headless construction is feasible; every blocker was a
mechanical no-op shim fill or data seam, not a Unity/logic wall.

Shim fills (authored):
- GameMgr: lazy non-null DataMgr/PrefabMgr/InputMgr/SoundMgr/BattleControl.
- GameObject: lazy cached component model so GetComponent<T>/AddComponent<T> return
  non-null no-op instances for Component-derived T (F1: unguarded view touches).
- Resources.Load(string): cached non-null GameObject so the prefab->Instantiate->
  GetComponent chain (UnityEventAgent) yields a real object.
- ClassBattleCardViewBase: re-attach dropped IClassBattleCardView (no-op members);
  ClassBattleCardBase.Setup casts the created view to it.

Engine copy (DP1/DP3 mis-cut fix):
- CardIconControl.cs copied verbatim (manifested) + generated null-stub deleted.
  SplitAndCompleteIconStr is pure string logic on the resolution path that M1 had
  wrongly stubbed as "View" -> null deref in SkillCreator.CreateBuildInfo.

Test harness (SVSim.BattleEngine.Tests, authored fixture):
- HeadlessContentsCreator/HeadlessPhaseCreator: deterministic replica of the solo
  practice init (StandardBattleMgrContentsCreator + SingleBattlePhaseCreator) with
  no-op recovery/replay managers.
- HeadlessCardMaster: reflects the loader cards.json dump into CardMaster.
- HeadlessMasterData: minimal Data.Master (class-character list, empty collections)
  + Data.Load + player/enemy chara ids.
- ConstructionProbeTests.SingleBattleMgr_constructs_headless — GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 01:36:22 -04:00
gamer147
1078b1ef50 port(m1): wave 7k — M1 COMPLETE: 0 compile errors, headless engine builds (12->0)
Final three clusters:
- RoomParamKey: copy Wizard.RoomMatch/RoomParamKey.cs verbatim (UriNames/WatchUriNames
  static dicts keyed by PlayerController.ROOM_URI + PlayerControllerForWatching.
  SEND_PARAMETER — both now real enums).
- CardChooseTask: copy the TwoPick/CardChooseTask.cs (TaskManager `using`s .Arena.TwoPick,
  not .Competition — copy_loop had only landed the Competition twin).
- SetCardNumLabel CS1739: decompiler param-name artifact — the local fn's 3rd param was
  recovered as `flag` but call sites pass it named `isRed:`. First DP5 tracked patch:
  Engine/UICardList.cs edited (flag->isRed, zero logic change), recorded in
  Patches/ + manifest patched=1 (drift-clean).

M1 exit criteria met: `dotnet build SVSim.BattleEngine` = 0 errors, no Unity ref in csproj,
check_drift clean. Session 7: 198 -> 0 across waves 7a-7k.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 01:03:58 -04:00