refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs
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>
This commit is contained in:
funman300
2026-07-06 20:37:51 -07:00
parent 19647b5209
commit 42a5f3bc3b
5 changed files with 70 additions and 22 deletions
+5 -3
View File
@@ -570,8 +570,8 @@ impl Plugin for CardPlugin {
tick_flip_anim,
update_drag_shadow,
update_card_shadows_on_drag.after(sync_cards_on_change),
tick_hint_highlight,
handle_right_click,
tick_hint_highlight.after(GameMutation),
handle_right_click.after(GameMutation),
tick_right_click_highlights,
clear_right_click_highlights_on_state_change.after(GameMutation),
clear_right_click_highlights_on_pause,
@@ -580,7 +580,9 @@ impl Plugin for CardPlugin {
.after(GameMutation)
.run_if(resource_changed::<GameStateResource>),
collect_resize_events.after(LayoutSystem::UpdateOnResize),
snap_cards_on_window_resize.after(collect_resize_events),
snap_cards_on_window_resize
.after(collect_resize_events)
.after(GameMutation),
),
);