Commit Graph

5 Commits

Author SHA1 Message Date
gamer147
eb52890251 feat(battlenode): per-session charaId + single-active-engine gate (Phase 2 N2 carried-risk B)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 16:35:42 -04:00
gamer147
fa86739ac2 test(battlenode): N1 shadow replay tracks captured battle state (Phase 2 N1)
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>
2026-06-06 15:28:08 -04:00
gamer147
6740313446 feat(battlenode): Receive ingests a captured PlayActions headless (Phase 2 N0)
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>
2026-06-06 15:05:36 -04:00
gamer147
c9841c012b feat(battlenode): Setup builds two-seat network battle headless (Phase 2 N0)
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>
2026-06-06 14:51:51 -04:00
gamer147
f6cbde723b feat(battlenode): SessionBattleEngine skeleton + types (Phase 2 N0)
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>
2026-06-06 14:49:18 -04:00