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 The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact.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>
32 lines
1.6 KiB
C#
32 lines
1.6 KiB
C#
// AUTHORED SHIM (not copied). Factory for the no-op BattleCardIconAnimations the headless
|
|
// IBattleCardView.BattleCardIconAnimations getter hands back (see _IfaceImpl.g.cs).
|
|
//
|
|
// BattleCardIconAnimations.Initialize (which seats its private `collection`) is a deferred VFX that
|
|
// never runs headless, so a bare `new BattleCardIconAnimations()` leaves `collection` null. The receive
|
|
// play path calls BattlePlayerBase.UpdateInPlayBattleCardIconLabel -> HasInductionNumberSkill, which
|
|
// iterates `collection.Count()` and NREs on the null. Seed `collection` with an EMPTY
|
|
// SkillCollectionBase so the induction-label check resolves to a clean `false` (no cosmetic
|
|
// induction-number VFX to play headless). The collection is intentionally empty rather than the played
|
|
// card's real skills: the only consumer on the resolve path is this cosmetic icon-label gate, which a
|
|
// no-op (empty) collection satisfies correctly. Nothing here touches authoritative game state.
|
|
|
|
using System.Reflection;
|
|
|
|
namespace Wizard.Battle.View
|
|
{
|
|
internal static class HeadlessIconAnimations
|
|
{
|
|
private static readonly FieldInfo CollectionField =
|
|
typeof(global::BattleCardIconAnimations).GetField("collection",
|
|
BindingFlags.Instance | BindingFlags.NonPublic)
|
|
?? throw new System.InvalidOperationException("BattleCardIconAnimations.collection field not found");
|
|
|
|
public static global::BattleCardIconAnimations Create()
|
|
{
|
|
var anims = new global::BattleCardIconAnimations();
|
|
CollectionField.SetValue(anims, new global::SkillCollectionBase(null));
|
|
return anims;
|
|
}
|
|
}
|
|
}
|