Files
generalFunctions/src/domain/LatestWinsGate.js
znetsixe 5ea968eabc 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  Supersede resolves with frozen sentinel {superseded: true} (no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>
2026-05-11 17:29:14 +02:00

117 lines
4.4 KiB
JavaScript

'use strict';
// Serialises an async dispatch so that high-frequency callers cannot stack
// up overlapping invocations. Intermediate values are dropped — only the
// 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// RESOLVES with { superseded: true } instead of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 = {}) {
if (typeof asyncDispatchFn !== 'function') {
throw new TypeError('LatestWinsGate requires an async dispatch function');
}
this._dispatch = asyncDispatchFn;
this._logger = options.logger || null;
this._inFlight = false;
this._pending = null; // { value, ctx, settle? } | null
this._drainResolvers = []; // resolved when idle again
this.lastError = null;
}
// 0 = idle, 1 = running with no pending, 2 = running with pending.
get size() {
if (!this._inFlight) return 0;
return this._pending ? 2 : 1;
}
// 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._supersedePending();
this._pending = { value, ctx, settle: null };
return;
}
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() {
if (!this._inFlight && !this._pending) return Promise.resolve();
return new Promise((resolve) => { this._drainResolvers.push(resolve); });
}
_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()/fireAndWait() always
// return synchronously, even if _dispatch resolves immediately.
Promise.resolve()
.then(() => this._dispatch(value, ctx))
.then((result) => {
if (typeof settle === 'function') settle(result);
}, (err) => {
this.lastError = err;
if (this._logger && typeof this._logger.error === 'function') {
this._logger.error(err);
}
// 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());
}
_afterDispatch() {
this._inFlight = false;
if (this._pending) {
const { value, ctx, settle } = this._pending;
this._pending = null;
this._run(value, ctx, settle);
return;
}
// Idle — release any drain() waiters.
const waiters = this._drainResolvers;
this._drainResolvers = [];
for (const r of waiters) r();
}
}
LatestWinsGate.SUPERSEDED = SUPERSEDED;
module.exports = LatestWinsGate;