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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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>
41 lines
2.2 KiB
C#
41 lines
2.2 KiB
C#
// AUTHORED SHIM (not copied). A non-null no-op PlayQueueViewBase the headless RECEIVE-conductor play
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// path needs.
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//
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// On the receive play path OperateMgr.InitSetCard (OperateMgr.cs:201/203/219/221) reads
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// BattleView.PlayQueueView and calls AddCardToViewVfx — a pure presentation-layer "card slides into the
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// play queue" animation. The m1_stub_gen generated IBattlePlayerView.PlayQueueView getter returns
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// default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
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// (InitSetCard is on the OperateMgr path, which they bypass). Seed a single shared no-op
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// PlayQueueViewBase whose VFX-producing methods return NullVfx and whose abstract geometry members are
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// inert. Built through the parameterless base ctor (the BattleCamera ctor eagerly computes screen
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// corners off a live camera — skipped). Nothing here touches game state: the authoritative play
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// mutation runs in PlayHandCardReflection.Play, not in this view.
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View
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{
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public sealed class HeadlessPlayQueueViewStub : PlayQueueViewBase
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{
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// Shared instance the generated IBattlePlayerView.PlayQueueView getters return headless.
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public static readonly HeadlessPlayQueueViewStub Instance = new HeadlessPlayQueueViewStub();
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public HeadlessPlayQueueViewStub() : base() { }
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protected override BattlePlayerBase BattlePlayerBase => null;
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protected override float RotationAmount => 0f;
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protected override Vector3 ScreenTopCornerPosition => Vector3.zero;
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protected override Vector3 ScreenBottomCornerPosition => Vector3.zero;
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public override VfxBase AddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isSelectTarget, bool isChoice, bool isChoiceBrave = false)
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=> NullVfx.GetInstance();
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public override VfxBase InstantAddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isChoice)
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=> NullVfx.GetInstance();
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protected override Vector3 GetScreenTopCornerOffset(float aspectRatio) => Vector3.zero;
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protected override Vector3 GetScreenBottomCornerOffset(float aspectRatio) => Vector3.zero;
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}
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}
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