B2.3 + P11.1 + P11.2 + monster schema fix

B2.3 LatestWinsGate fireAndWait:
  Added fireAndWait(value, ctx?) returning per-fire settlement promise.
  Supersede resolves with frozen sentinel {superseded: true} (no
  rejection — callers branch on value without try/catch). Dispatch
  errors also resolve (with undefined); error surfaces via gate.lastError.
  LatestWinsGate.js 75 → 116 lines. 12/12 tests pass.

P11.1 convert.possibilities(measure):
  New helper returning sorted+deduped unit names for a measure.
  Cached per measure. Reuses existing convert measures map. Also
  exposed convert.measures() listing all known measures.
  convert/index.js +21 lines. New test file: 90 lines, 12/12 tests.

P11.2 commandRegistry.units field:
  Pre-dispatch normalisation pipeline. descriptor.units = {measure,
  default}; commandRegistry extracts msg.payload + msg.unit (3 shapes),
  validates against measure, converts to default, falls back + warns
  with accepted-list on unknown/wrong-measure. Falls back gracefully
  if convert.possibilities is missing. commandRegistry.js 164 → 237.
  +7 new tests covering all 4 paths.

monster schema fix (P11.2 sibling):
  generalFunctions/src/configs/monster.json was stripping four
  legitimate constraint keys (nominalFlowMin, flowMax, maxRainRef,
  minSampleIntervalSec). Added them with defaults matching the
  legacy nodeClass coercion. Side effect: this also UNBLOCKED the
  monster cooldown-guard test (separate ROOT-CAUSE entry below).

CONTRACTS.md §4 + §8 updated. 144/144 basic tests + 206/206 full
generalFunctions tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
znetsixe
2026-05-11 17:29:14 +02:00
parent f11754635b
commit 5ea968eabc
8 changed files with 522 additions and 15 deletions

View File

@@ -2,9 +2,22 @@
// Serialises an async dispatch so that high-frequency callers cannot stack
// up overlapping invocations. Intermediate values are dropped — only the
// most recent fire() during an in-flight dispatch is replayed afterwards.
// Extracted from machineGroupControl's _dispatchInFlight + _delayedCall
// pattern so MGC, pumpingStation, valveGroupControl etc. can share it.
// most recent fire()/fireAndWait() during an in-flight dispatch is replayed
// afterwards. Extracted from machineGroupControl's _dispatchInFlight +
// _delayedCall pattern so MGC, pumpingStation, valveGroupControl etc. can
// share it.
//
// fire(value) — never blocks; returns void.
// fireAndWait(value) — returns a promise that settles when THIS value's
// dispatch runs to completion. If a later fireAndWait
// arrives during the in-flight call and supersedes
// this one in the pending slot, the returned promise
// RESOLVES with { superseded: true } instead of
// rejecting — callers can branch on a sentinel
// without try/catch. The dispatch's own return value
// (when not superseded) is forwarded as the resolution.
const SUPERSEDED = Object.freeze({ superseded: true });
class LatestWinsGate {
constructor(asyncDispatchFn, options = {}) {
@@ -14,7 +27,7 @@ class LatestWinsGate {
this._dispatch = asyncDispatchFn;
this._logger = options.logger || null;
this._inFlight = false;
this._pending = null; // { value, ctx } | null
this._pending = null; // { value, ctx, settle? } | null
this._drainResolvers = []; // resolved when idle again
this.lastError = null;
}
@@ -25,14 +38,31 @@ class LatestWinsGate {
return this._pending ? 2 : 1;
}
// Never blocks the caller. If a dispatch is in flight, the latest
// value is parked; older parked values are silently overwritten.
// Never blocks. If a dispatch is in flight, the latest value is parked;
// older parked values are silently overwritten.
fire(value, ctx) {
if (this._inFlight) {
this._pending = { value, ctx };
this._supersedePending();
this._pending = { value, ctx, settle: null };
return;
}
this._run(value, ctx);
this._run(value, ctx, null);
}
// Returns a promise that resolves when THIS fire's dispatch settles.
// If this fire gets overwritten while parked, resolves with the
// SUPERSEDED sentinel ({ superseded: true }) — callers branch on
// result.superseded === true without try/catch.
fireAndWait(value, ctx) {
return new Promise((resolve) => {
const settle = resolve;
if (this._inFlight) {
this._supersedePending();
this._pending = { value, ctx, settle };
return;
}
this._run(value, ctx, settle);
});
}
drain() {
@@ -40,18 +70,28 @@ class LatestWinsGate {
return new Promise((resolve) => { this._drainResolvers.push(resolve); });
}
_run(value, ctx) {
_supersedePending() {
const prev = this._pending;
if (prev && typeof prev.settle === 'function') prev.settle(SUPERSEDED);
this._pending = null;
}
_run(value, ctx, settle) {
this._inFlight = true;
// Kick the dispatch on a microtask so fire() always returns
// synchronously, even if _dispatch resolves immediately.
// Kick the dispatch on a microtask so fire()/fireAndWait() always
// return synchronously, even if _dispatch resolves immediately.
Promise.resolve()
.then(() => this._dispatch(value, ctx))
.catch((err) => {
.then((result) => {
if (typeof settle === 'function') settle(result);
}, (err) => {
this.lastError = err;
if (this._logger && typeof this._logger.error === 'function') {
this._logger.error(err);
}
// Swallow: an error must not deadlock the gate.
// Resolve (not reject) so fireAndWait callers don't need
// try/catch. Dispatch errors stay observable via lastError.
if (typeof settle === 'function') settle(undefined);
})
.then(() => this._afterDispatch());
}
@@ -59,9 +99,9 @@ class LatestWinsGate {
_afterDispatch() {
this._inFlight = false;
if (this._pending) {
const { value, ctx } = this._pending;
const { value, ctx, settle } = this._pending;
this._pending = null;
this._run(value, ctx);
this._run(value, ctx, settle);
return;
}
// Idle — release any drain() waiters.
@@ -71,4 +111,6 @@ class LatestWinsGate {
}
}
LatestWinsGate.SUPERSEDED = SUPERSEDED;
module.exports = LatestWinsGate;