fix(dcl): forget an OPC UA condition's last state once it returns to normal (review 2026-10-21 02/L3)
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using System.Collections.Concurrent;
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using System.Reflection;
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using Opc.Ua;
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using ZB.MOM.WW.ScadaBridge.Commons.Types.Alarms;
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using ZB.MOM.WW.ScadaBridge.DataConnectionLayer.Adapters;
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namespace ZB.MOM.WW.ScadaBridge.DataConnectionLayer.Tests.Adapters;
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/// <summary>
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/// Review 2026-10-21 02/L3: the per-condition (active, acked) memory behind
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/// <c>DeriveKind</c> must not grow for the life of a session. A condition that returns to
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/// inactive + acknowledged is indistinguishable from one never seen (the default prior state), so
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/// its key is dropped — otherwise a server whose condition names carry a per-occurrence component
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/// (batch, lot, counter) adds a key per occurrence until the next reconnect.
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/// </summary>
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public class RealOpcUaAlarmLastStateTests
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{
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private const string Handle = "h1";
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private static readonly MethodInfo Handler =
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typeof(RealOpcUaClient).GetMethod("HandleAlarmEvent", BindingFlags.Instance | BindingFlags.NonPublic)!;
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private static Dictionary<string, (bool Active, bool Acked)> SeedLastState(RealOpcUaClient client)
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{
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var field = typeof(RealOpcUaClient).GetField("_alarmLastState", BindingFlags.Instance | BindingFlags.NonPublic)!;
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var map = (ConcurrentDictionary<string, Dictionary<string, (bool Active, bool Acked)>>)field.GetValue(client)!;
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var perHandle = new Dictionary<string, (bool Active, bool Acked)>(StringComparer.Ordinal);
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map[Handle] = perHandle;
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return perHandle;
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}
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private static void Emit(RealOpcUaClient client, string condition, bool active, bool acked, List<NativeAlarmTransition> sink)
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{
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var fields = new VariantCollection
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{
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new(ObjectTypeIds.AlarmConditionType), // 0 EventType
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new(new NodeId("Tank01", 2)), // 1 SourceNode
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new("Tank01"), // 2 SourceName
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new(DateTime.UtcNow), // 3 Time
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new(new LocalizedText("msg")), // 4 Message
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new((ushort)500), // 5 Severity
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new(active), // 6 ActiveState/Id
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new(acked), // 7 AckedState/Id
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Variant.Null, // 8 ConfirmedState/Id
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new(false), // 9 SuppressedOrShelved
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Variant.Null, // 10 ShelvingState
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new(condition), // 11 ConditionName
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};
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Handler.Invoke(client, [Handle, "ns=2;s=Tank01", new EventFieldList { EventFields = fields },
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(Action<NativeAlarmTransition>)sink.Add]);
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}
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/// <summary>A per-occurrence condition that clears and is acknowledged leaves no key behind.</summary>
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[Fact]
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public void ReturnToNormal_DropsTheConditionKey()
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{
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var client = new RealOpcUaClient();
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var lastState = SeedLastState(client);
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var sink = new List<NativeAlarmTransition>();
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for (var lot = 1; lot <= 50; lot++)
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{
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Emit(client, $"Hi.Lot{lot}", active: true, acked: false, sink);
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Emit(client, $"Hi.Lot{lot}", active: false, acked: true, sink);
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}
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Assert.Empty(lastState);
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Assert.Equal(100, sink.Count);
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}
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/// <summary>
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/// Dropping the key does not change the transition kinds derived for a condition that comes
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/// back — the dropped state equals the default prior state.
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/// </summary>
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[Fact]
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public void ReRaiseAfterReturnToNormal_StillDerivesARaise()
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{
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var client = new RealOpcUaClient();
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var lastState = SeedLastState(client);
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var sink = new List<NativeAlarmTransition>();
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Emit(client, "Hi", active: true, acked: false, sink);
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Emit(client, "Hi", active: false, acked: true, sink);
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Emit(client, "Hi", active: true, acked: false, sink);
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Assert.Equal(sink[0].Kind, sink[2].Kind);
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Assert.Single(lastState); // the re-raised condition is tracked again
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}
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}
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