Files
machineGroupControl/src/movement/movementExecutor.js

122 lines
5.3 KiB
JavaScript
Raw Normal View History

feat(mgc): rendezvous planner — same-time landing across all modes Routes every dispatch through a tick-aware planner so all pumps reach their setpoint at the same wall-clock instant t* = max(eta_i), regardless of control strategy or per-pump reaction speed. Architecture (src/movement/): - machineProfile.js – pure snapshot of a registered child (state, position, velocityPctPerS, ladder timings, flowAt / positionForFlow). Reads timings from child.state.config.time (the actual storage location — previous fallback paths silently produced 0 s, collapsing every eta to ramp-only). - moveTrajectory.js – seconds-to-target per machine; handles idle / starting / warmingup / operational / cooling. - movementScheduler.js – t* = max eta over ALL non-noop moves. Every command is delayed so its move finishes at t*. Startup execsequence fires at 0; its flowmovement is gated by max(ladderS, t* − rampS) so a fast pump waits before ramping rather than landing early. useRendezvous=false collapses to all fireAtTickN=0 (legacy fire-and-forget). - movementExecutor.js – wall-clock virtual cursor: each tick fires every command whose fireAtTickN ≤ floor(elapsed/tickS). tick() no longer awaits pending fireCommand promises — the synchronous prologue of handleInput claims the latest-wins gate, which is what race-favouring relies on. Shared dispatch path (src/specificClass.js): - _dispatchFlowDistribution(distribution) — extracted from _optimalControl. Builds profiles, calls movementScheduler.plan, replans the executor, ticks once. Reads config.planner.useRendezvous (default true). - _optimalControl computes its bestCombination and hands off. - equalFlowControl (priorityControl mode) computes its flowDistribution and hands off via ctx.mgc._dispatchFlowDistribution. Same-time landing now applies in BOTH modes. Editor toggle (mgc.html + src/nodeClass.js): - New "Same-time landing" checkbox under Control Strategy. - nodeClass.buildDomainConfig bridges uiConfig.useRendezvous → config.planner.useRendezvous. Default ON. Tests: - New: planner-convergence.integration.test.js (real-time end-to-end diagnostic — drives a 3-pump mixed-state dispatch and asserts both convergence to the demand setpoint AND same-time landing within one tick). - New: planner-rendezvous.integration.test.js (schedule-shape assertions against real pump objects). - New: movementScheduler.basic.test.js — includes a mixed-speed multi-startup case proving the fast pumps wait so all three land together (the regression that prompted this work). - New: movementExecutor.basic.test.js + moveTrajectory.basic.test.js. - Updated executor contract test: tick() must NOT await pending fires. Commands + wiki: - handlers.js: source/mode allow-list gate moved into a shared _gate() helper; every command now checks isValidActionForMode + isValidSourceForMode before dispatching. Status-level commands (set.mode, set.scaling) are allowed in every mode. - commands.basic.test.js: coverage for the new gate behaviour. - wiki regen: Home.md visual-first rewrite + Reference-{Architecture, Contracts,Examples,Limitations}.md split with _Sidebar.md index. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 19:43:55 +02:00
'use strict';
// Tick-driven executor for the schedule produced by movementScheduler.plan.
//
// - Holds the current schedule + a cursor that advances one per tick().
// - Fires any unfired command whose fireAtTickN <= cursor.
// - replan(newSchedule) replaces the schedule and resets the cursor —
// already-fired commands stay fired (the pump's FSM is downstream and
// handles their consequences; the executor never tries to "undo" a
// fired startup, which keeps warmup/cooldown safety intact).
// - fireCommand is injected for unit-testability — production wires it to
// `machine.handleInput(...)`.
class MovementExecutor {
constructor({ fireCommand, logger } = {}) {
if (typeof fireCommand !== 'function') {
throw new TypeError('MovementExecutor: fireCommand callback is required');
}
this._fireCommand = fireCommand;
this._logger = logger || null;
this._schedule = null;
this._cursor = 0;
this._firedIdx = new Set();
// Wall-clock anchor for the active schedule. Each tick recomputes
// a "virtual cursor" from elapsed time so the schedule survives a
// blocking first tick (e.g. an awaited startup sequence that takes
// multiple seconds to settle).
this._dispatchT0 = null;
}
// Replace the active schedule. Cursor starts at 0 (new dispatch is
// anchored to "now"). The previous schedule's unfired commands are
// dropped; already-fired commands are not retracted.
replan(schedule) {
this._schedule = schedule || { commands: [] };
this._cursor = 0;
this._firedIdx = new Set();
this._dispatchT0 = Date.now();
if (this._logger?.debug) {
const cmds = this._schedule.commands || [];
this._logger.debug(`MovementExecutor.replan: ${cmds.length} commands, tStar=${this._schedule.tStarS ?? '?'}s`);
}
}
// Advance one tick. Returns a Promise resolving to the list of
// commands fired this tick once their async work settles. Awaiting
// the FIRST tick from within a dispatch is what gives the new move
// priority over an in-flight shutdown sequence — fire-and-forget
// gives the shutdown's for-loop a window to progress through state
// transitions before the new move's residue handler claims the FSM.
async tick() {
// Virtual cursor = max(advanced cursor, elapsed wall-clock ticks).
// If a previous tick blocked on a long await, elapsed time has
// already passed and we should fire every command whose
// fireAtTickN now lies in the past — not wait another N timer
// cycles to catch up. tickS is stamped on the schedule by the
// planner (defaults to 1 s).
const tickS = Number.isFinite(this._schedule?.tickS) && this._schedule.tickS > 0
? this._schedule.tickS
: 1;
const elapsedS = this._dispatchT0 != null ? (Date.now() - this._dispatchT0) / 1000 : 0;
const wallTick = Math.floor(elapsedS / tickS);
const virtCursor = Math.max(this._cursor, wallTick);
const fired = [];
const cmds = this._schedule?.commands || [];
for (let i = 0; i < cmds.length; i++) {
if (this._firedIdx.has(i)) continue;
const c = cmds[i];
if (c.fireAtTickN <= virtCursor) {
this._firedIdx.add(i);
try {
// Fire-and-forget. The synchronous prologue of
// handleInput claims the latest-wins gate before
// returning its promise — that's enough for race
// favouring. AWAITing the returned promise here
// would block the executor for the entire ladder +
// ramp duration of a flowmovement-after-startup
// (because the pump's delayedMove only resolves
// when the ramp completes), preventing the
// wall-clock timer from starting and dragging every
// delayed command in the schedule forward by that
// amount.
const r = this._fireCommand(c);
if (r && typeof r.then === 'function') {
r.catch((e) => {
if (this._logger?.error) {
this._logger.error(`MovementExecutor: fireCommand rejected for ${c.machineId}/${c.action}: ${e?.message || e}`);
}
});
}
fired.push(c);
} catch (e) {
if (this._logger?.error) {
this._logger.error(`MovementExecutor: fireCommand failed for ${c.machineId}/${c.action}: ${e?.message || e}`);
}
}
}
}
this._cursor = virtCursor + 1;
return fired;
}
// Telemetry — number of commands not yet fired.
pending() {
const cmds = this._schedule?.commands || [];
return cmds.length - this._firedIdx.size;
}
// Telemetry — current tick cursor.
cursor() {
return this._cursor;
}
// Telemetry — the live schedule (read-only view).
schedule() {
return this._schedule;
}
}
module.exports = MovementExecutor;