fa86739ac2690d57ced5e8822732795a0fdd2bad
Full single-client capture replay (cl1 send=player seat, receive=opponent seat, ts-ordered) ingests end-to-end: 33 frames, 0 rejects, 0 invariant violations at turn boundaries (leader life/PP/board/hand). Headless gaps filled per playbook (no Engine/ drift): - IsRecovery=true after construction: the engine's own headless replay mode gates the live view/UI layer off (BattleUIContainer, turn-control UI, VFX waits) while keeping the live NetworkBattleReceiver (ND4) and authoritative state. - Seed ToolboxGame.RealTimeNetworkAgent, BattleUIContainer, _backGround, and per-player NullPlayerEmotion no-ops the receive/turn cycle dereferences. - _IfaceImpl.g.cs (shim, not Engine/): BattleCardView.BattleCardIconAnimations returns a lazy non-null no-op so the opponent card-reveal icon-init (deferred VFX) doesn't NRE. - HeadlessCardMaster.Load made cumulative: it replaced the global CardMaster each call, so a Load(deck) evicted the oracle card set and broke tests run after. Adds board-state accessors (LeaderLife/Pp/HandCount/BoardCount) and CaptureReplay ts ordering. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
Languages
C#
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