Files
SVSimServer/SVSim.BattleNode/Sessions/Engine/HeadlessConductorVfxMgr.cs
gamer147 35e9847911 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tests are marked Ignore (superseded): they passed VACUOUSLY when the receive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>
2026-06-06 20:08:53 -04:00

34 lines
1.8 KiB
C#

extern alias engine;
using engine::Wizard.Battle.View.Vfx;
namespace SVSim.BattleNode.Sessions.Engine;
/// <summary>The node's receive-conductor VfxMgr (design Headless-Conductor, Candidate B). The engine's
/// receive CONDUCTOR fuses each authoritative mutation INTO an <see cref="InstantVfx"/> delegate and
/// registers it via <c>VfxMgr.RegisterSequentialVfx</c> (NetworkOperationCollectionBase.cs:63/73/86 —
/// the play move; the deal seats its hand synchronously before any VFX). The shared/authored
/// <see cref="VfxMgr"/> NO-OPS registration (correct for the DIRECT ActionProcessor path the M2-M12
/// oracles use, where the mutation already ran synchronously before the VFX was built). On the RECEIVE
/// path the mutation IS the delegate, so the shadow must RUN it.
///
/// <para>This subclass is wired ONLY through <see cref="SessionContentsCreator.CreateVfxMgr"/> (the
/// node's own factory). The HeadlessFixture oracle tests construct their VfxMgr via their own
/// HeadlessContentsCreator (a plain <c>new VfxMgr()</c>), so the M2-M12 direct-path oracles are
/// untouched BY CONSTRUCTION.</para>
///
/// <para>It executes ONLY top-level <see cref="InstantVfx"/> registrations. It deliberately does NOT
/// recurse into container VFX (Sequential/Parallel) — those carry cosmetic nested VFX built over the
/// no-op view leaves, which must stay un-played. The authoritative mutations the receive conductor
/// cares about are always registered as a top-level InstantVfx.</para></summary>
internal sealed class HeadlessConductorVfxMgr : VfxMgr
{
public override void RegisterSequentialVfx<T>(T vfx)
{
if (vfx is InstantVfx instant)
{
instant.Run();
}
// Non-InstantVfx (containers, waits, cosmetic vfx) are dropped — no render loop headless.
}
}