feat(native-alarms): per-binding IsMesReportable on native alarm source bindings (ScadaBridge#59)
TemplateNativeAlarmSource.IsMesReportable + tri-state InstanceNativeAlarmSourceOverride .IsMesReportableOverride flatten onto ResolvedNativeAlarmSource; NativeAlarmActor stamps every mirrored condition and InstanceActor the quiet-binding placeholder, so ScriptAlarm, Alarms.MesReportableAsync() and the #60 wire fields carry it. Additive to the 900-999 severity band. Migration AddNativeAlarmSourceMesReportable. Management commands, CLI --mes-reportable, Central UI (template dialog checkbox, instance override select), Transport DTOs/importer/diff and the revision hash (true-only, so existing hashes are unchanged) carry it. Claude-Session: https://claude.ai/code/session_01GT67AEHd2Acv1YPwGfXEoV
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+19
@@ -50,6 +50,25 @@ public class NativeAlarmSourceNameValidationTests : TestKit
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_repo.DidNotReceive().AddTemplateNativeAlarmSourceAsync(Arg.Any<TemplateNativeAlarmSource>(), Arg.Any<CancellationToken>());
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}
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/// <summary>Gitea #59: the update command carries IsMesReportable onto the persisted binding.</summary>
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[Fact]
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public void Update_CarriesIsMesReportable()
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{
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TemplateNativeAlarmSource? updated = null;
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_repo.When(r => r.UpdateTemplateNativeAlarmSourceAsync(Arg.Any<TemplateNativeAlarmSource>(), Arg.Any<CancellationToken>()))
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.Do(ci => updated = ci.Arg<TemplateNativeAlarmSource>());
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_services.AddScoped<ZB.MOM.WW.ScadaBridge.TemplateEngine.TemplateService>();
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CreateActor().Tell(Designer(new UpdateTemplateNativeAlarmSourceCommand(
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4, "Pressure", "Opc", "ns=2;s=T01", null, null, false, IsMesReportable: true)));
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// The reconcile that follows needs TemplateService collaborators this harness does not
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// wire, so only the persisted binding is asserted (the Update call precedes the reconcile).
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ExpectMsg<object>(TimeSpan.FromSeconds(5));
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Assert.NotNull(updated);
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Assert.True(updated!.IsMesReportable);
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}
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/// <summary>Renaming a source to an illegal actor name is rejected before any write.</summary>
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[Fact]
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public void Update_RenameToInvalidActorName_IsRejected()
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