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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@@ -63,6 +63,18 @@ pub struct GameOverScreen;
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct GameMutation;
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/// System set for every writer of [`crate::events::NewGameRequestEvent`].
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///
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/// Many UI entry points fire this trigger (buttons, keyboard, modals,
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/// mode pickers). Their relative append order within a frame is
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/// meaningless — consumers drain the whole queue — so members are
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/// registered `.in_set(NewGameRequestWriters).ambiguous_with(NewGameRequestWriters)`
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/// to declare writer-vs-writer order irrelevant instead of leaving it as an
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/// ambiguity (#143). Only ever combine with `.ambiguous_with` on the same
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/// set; do NOT hang ordering edges off this set.
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct NewGameRequestWriters;
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/// Persistence path for the in-progress game state file. `None` disables I/O.
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#[derive(Resource, Debug, Clone)]
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pub struct GameStatePath(pub Option<PathBuf>);
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@@ -208,7 +220,13 @@ impl Plugin for GamePlugin {
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.add_message::<AppLifecycle>()
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// add_message is idempotent; SettingsPlugin also registers this.
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.add_message::<crate::settings_plugin::SettingsChangedEvent>()
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.add_systems(Update, poll_pending_new_game_seed.before(GameMutation))
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.add_systems(
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Update,
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poll_pending_new_game_seed
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.before(GameMutation)
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.in_set(NewGameRequestWriters)
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.ambiguous_with(NewGameRequestWriters),
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)
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.add_systems(
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Update,
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(handle_new_game, handle_draw, handle_move, handle_undo)
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@@ -217,19 +235,40 @@ impl Plugin for GamePlugin {
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)
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.add_systems(Update, check_no_moves.after(GameMutation))
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.add_systems(Update, record_replay_on_win.after(GameMutation))
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.add_systems(Update, handle_confirm_input.after(GameMutation))
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.add_systems(Update, handle_confirm_button_input.after(GameMutation))
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.add_systems(Update, handle_game_over_input.after(GameMutation))
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.add_systems(Update, handle_game_over_button_input.after(GameMutation))
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.add_systems(
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Update,
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(
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handle_confirm_input,
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handle_confirm_button_input,
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handle_game_over_input,
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handle_game_over_button_input,
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)
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.after(GameMutation)
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.in_set(NewGameRequestWriters)
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.ambiguous_with(NewGameRequestWriters),
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)
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// Restore prompt: spawn the modal once the splash is gone,
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// route Continue / New Game intents back into the existing
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// GameMutation flow.
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.add_systems(Update, spawn_restore_prompt_if_pending)
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.add_systems(Update, handle_restore_prompt.before(GameMutation))
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.add_systems(Update, sync_settings_to_game.before(GameMutation))
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// All three pre-mutation game-state writers are chained: elapsed
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// time ticks first, settings sync next, then the restore prompt —
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// a deterministic spine instead of three unordered ResMut holders
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// (ambiguity burn-down, #143).
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.add_systems(
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Update,
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(
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tick_elapsed_time,
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sync_settings_to_game,
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handle_restore_prompt
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.in_set(NewGameRequestWriters)
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.ambiguous_with(NewGameRequestWriters),
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)
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.chain()
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.before(GameMutation),
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)
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.init_resource::<AutoSaveTimer>()
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.add_systems(Update, tick_elapsed_time)
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.add_systems(Update, auto_save_game_state)
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.add_systems(Update, auto_save_game_state.after(GameMutation))
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.add_systems(Last, save_game_state_on_exit);
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}
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}
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