refactor(engine): ambiguity gate covers the full cluster — batches 1-3, 585 pairs burned to zero
Port the July 7 gate-extender branch onto current master (the You-hub, touch action bar, glass tab bar, Phase L, and hint-ghost work all landed since) and finish batch 3. cluster_app now includes the mode, replay, input, radial, tooltip, cursor, touch-selection, and safe-area plugins on top of batches 1-2; the 585 ambiguous pairs the expansion exposed are annotated down to zero and the gate stays assert_eq!(count, 0). New ordering machinery: - ReplayPlayback: playback driver chain on the pre-mutation spine (PointerInput < ReplayPlayback < overlay chain < GameMutation) - ModeStart: mode-start handlers between the stats abandon-recorder and GameMutation; ChallengeCompletion < DailyCompletion < WeeklyGoalsEval pinned inside ProgressUpdate so `.after(ProgressUpdate)` readers see settled progress - PointerInput: public set wrapping the input chain; AbandonRecord on the stats abandon-recorder; PendingHint around the async hint pipeline; HintGhostFx for the ghost chain (after the full visual spine) - Clubs: MoveRequestWriters, WarningToastWriters join the existing request/toast writer clubs; UiTextFx grows the overlay/tooltip/safe-area chrome painters; SettingsAccess grows the lag-tolerant settings readers Gate: cargo test --workspace green (993 engine tests), clippy --all-targets -D warnings clean, rustfmt applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -464,25 +464,71 @@ impl Plugin for ReplayOverlayPlugin {
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Update,
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(
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react_to_state_change,
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update_banner_label,
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update_progress_text,
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update_floating_progress_chip,
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update_scrub_fill,
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update_move_log_header,
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update_move_log_active_row,
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update_move_log_prev_rows,
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update_move_log_next_rows,
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update_mini_tableau_foundations,
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update_mini_tableau_stock_waste,
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update_pause_button_label,
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// Marker-filtered Text/Node repaints — each owns one
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// disjoint overlay marker, so they join the UiTextFx
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// club alongside the HUD text painters (#143).
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update_banner_label
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_progress_text
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_floating_progress_chip
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_scrub_fill
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_move_log_header
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_move_log_active_row
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_move_log_prev_rows
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_move_log_next_rows
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_mini_tableau_foundations
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_mini_tableau_stock_waste
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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update_pause_button_label
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx),
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handle_pause_button,
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handle_step_button,
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// Step/scrub dispatch into the shared move/draw/undo
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// request streams (drained wholesale at GameMutation),
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// so they join the writer clubs (#143).
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handle_step_button
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.in_set(crate::game_plugin::MoveRequestWriters)
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.ambiguous_with(crate::game_plugin::MoveRequestWriters)
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.in_set(crate::game_plugin::DrawRequestWriters)
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.ambiguous_with(crate::game_plugin::DrawRequestWriters),
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handle_pause_keyboard,
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handle_stop_keyboard,
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handle_arrow_keyboard,
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handle_arrow_keyboard
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.in_set(crate::game_plugin::MoveRequestWriters)
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.ambiguous_with(crate::game_plugin::MoveRequestWriters)
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.in_set(crate::game_plugin::UndoRequestWriters)
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.ambiguous_with(crate::game_plugin::UndoRequestWriters)
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.in_set(crate::game_plugin::DrawRequestWriters)
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.ambiguous_with(crate::game_plugin::DrawRequestWriters),
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handle_stop_button,
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)
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.chain(),
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.chain()
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// After the playback driver so painters render the
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// post-tick state; before GameMutation so the step /
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// scrub events are consumed this frame. Click handlers
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// writing ReplayPlaybackState stay at the end of the
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// chain — a press is observed by react_to_state_change
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// next frame (state-driven loop, see above) (#143).
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.after(crate::replay_playback::ReplayPlayback)
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.before(crate::game_plugin::GameMutation),
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);
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}
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}
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