refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs
Test / test (pull_request) Failing after 15m16s
Test / test (pull_request) Failing after 15m16s
Two structural fixes from the #143 backlog: - Game-state ordering spine: the three pre-mutation GameStateResource writers (tick_elapsed_time, sync_settings_to_game, handle_restore_prompt) are now a deterministic chain before GameMutation, and the remaining unordered readers (update_selection_hud, handle_hint_button, tick_hint_highlight, handle_right_click, snap_cards_on_window_resize, sync_pile_marker_visibility, auto_save_game_state) are ordered after it. Readers now see the current frame's moves deterministically instead of racing the mutators. - NewGameRequestWriters set: every in-cluster writer of NewGameRequestEvent (buttons, modals, mode picker, seed poller, restore prompt) is registered in a shared set marked ambiguous with itself — writer-vs-writer append order is meaningless since consumers drain the whole queue. Out-of-cluster writers (home, challenge, time-attack, win-summary, play-by-seed, difficulty, stats plugins) can join the set when the test cluster grows. AMBIGUITY_BASELINE ratchets 302 → 198. Remaining backlog is dominated by the Sprite (72) / Transform (48) visual-domain cluster, which needs per-domain set architecture — next batch. Refs #143 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -570,8 +570,8 @@ impl Plugin for CardPlugin {
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tick_flip_anim,
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update_drag_shadow,
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update_card_shadows_on_drag.after(sync_cards_on_change),
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tick_hint_highlight,
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handle_right_click,
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tick_hint_highlight.after(GameMutation),
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handle_right_click.after(GameMutation),
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tick_right_click_highlights,
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clear_right_click_highlights_on_state_change.after(GameMutation),
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clear_right_click_highlights_on_pause,
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@@ -580,7 +580,9 @@ impl Plugin for CardPlugin {
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.after(GameMutation)
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.run_if(resource_changed::<GameStateResource>),
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collect_resize_events.after(LayoutSystem::UpdateOnResize),
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snap_cards_on_window_resize.after(collect_resize_events),
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snap_cards_on_window_resize
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.after(collect_resize_events)
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.after(GameMutation),
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),
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);
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