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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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>
34 lines
1.8 KiB
C#
34 lines
1.8 KiB
C#
extern alias engine;
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using engine::Wizard.Battle.View.Vfx;
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namespace SVSim.BattleNode.Sessions.Engine;
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/// <summary>The node's receive-conductor VfxMgr (design Headless-Conductor, Candidate B). The engine's
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/// receive CONDUCTOR fuses each authoritative mutation INTO an <see cref="InstantVfx"/> delegate and
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/// registers it via <c>VfxMgr.RegisterSequentialVfx</c> (NetworkOperationCollectionBase.cs:63/73/86 —
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/// the play move; the deal seats its hand synchronously before any VFX). The shared/authored
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/// <see cref="VfxMgr"/> NO-OPS registration (correct for the DIRECT ActionProcessor path the M2-M12
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/// oracles use, where the mutation already ran synchronously before the VFX was built). On the RECEIVE
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/// path the mutation IS the delegate, so the shadow must RUN it.
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///
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/// <para>This subclass is wired ONLY through <see cref="SessionContentsCreator.CreateVfxMgr"/> (the
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/// node's own factory). The HeadlessFixture oracle tests construct their VfxMgr via their own
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/// HeadlessContentsCreator (a plain <c>new VfxMgr()</c>), so the M2-M12 direct-path oracles are
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/// untouched BY CONSTRUCTION.</para>
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///
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/// <para>It executes ONLY top-level <see cref="InstantVfx"/> registrations. It deliberately does NOT
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/// recurse into container VFX (Sequential/Parallel) — those carry cosmetic nested VFX built over the
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/// no-op view leaves, which must stay un-played. The authoritative mutations the receive conductor
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/// cares about are always registered as a top-level InstantVfx.</para></summary>
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internal sealed class HeadlessConductorVfxMgr : VfxMgr
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{
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public override void RegisterSequentialVfx<T>(T vfx)
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{
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if (vfx is InstantVfx instant)
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{
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instant.Run();
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}
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// Non-InstantVfx (containers, waits, cosmetic vfx) are dropped — no render loop headless.
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}
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}
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