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>