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>
First proof that follower DEATH / board-removal commits in the authoritative
part of PlayCard headless (not the cosmetic post-Process tail). Card 800144120
(cost-0 when_play destroy of a select_count=1 enemy follower) resolves via the
M6 selectedCards path: selected enemy follower removed (board -1 + cemetery +1),
un-selected untouched (routing confirmed load-bearing by swapping the selection).
Shim gap fixed (the predicted M7 cost): SkillProcessor.SelectCardToHaveDestroyVoicePlay's
cosmetic death-voice tail NRE'd on three M1 default!/Null* shadows
(IBattleCardView.VoiceInfo, CardVoiceInfoCache.GetCardVoiceInfoForBattle,
ReadOnlyVoiceInfo.GetDestroyVoice — the last unusable as the interface since
m1_stub_gen dropped its : IReadOnlyVoiceInfo base). Fix = one hand shim
HeadlessVoiceInfo : IReadOnlyVoiceInfo returning the engine's own
VoiceAndWaitTime._nullVoice sentinel, wired into the two generated seams with
// HEADLESS-FIX markers. No Engine/ edit (drift clean).
dotnet test SVSim.BattleEngine.Tests -> 7/7 green; check_drift.py clean; engine 0 Error(s).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
base-clause recovery strips interfaces (to dodge CS0535), but copied code converts
the stubs to those interfaces -> ~120 CS0266/CS1503. Two mechanisms:
- _IfaceImpl.g.cs: explicit no-op impls of the FULL (copied) interfaces, layered
onto each hierarchy base (BattleCardView/CardVfxCreatorBase/BattlePlayerView/
BattleEnemyView/ClassInfomationUIBase + NullCardVfxCreator). Explicit form never
collides with existing members; leaves inherit. Walks base-interface chains
(IPlayerView : IBattlePlayerView) and emits events.
- _InterfaceReattach.g.cs: plain ': IFoo' for the empty stub interfaces
(IProcessing, IReplayRecordManager).
- ClassBattleCardViewBase/NullBattleCardView: restore dropped BattleCardView base
so they inherit its IBattleCardView impl.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>