Files
SVSimServer/SVSim.BattleEngine/Shim/View/HeadlessPlayQueueViewStub.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tests are marked Ignore (superseded): they passed VACUOUSLY when the receive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

41 lines
2.2 KiB
C#

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