Files
SVSimServer/SVSim.BattleEngine.Tests
gamer147 fa86739ac2 test(battlenode): N1 shadow replay tracks captured battle state (Phase 2 N1)
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>
2026-06-06 15:28:08 -04:00
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