fix(alarms): delta-gate WriteAlarmCondition to suppress inbound ack double-emit (T20)
Inbound client acks now route through the engine (T18/T19). On a successful Acknowledge the T18 gate returns Good, so the SDK applies the acked state to the AlarmConditionState node and auto-fires its own condition event (E2) -- directly on the node, bypassing WriteAlarmCondition. The engine then re-projects that same transition through WriteAlarmCondition, which fired again (E3): a double-emit. Gate WriteAlarmCondition's ReportConditionEvent on a genuine delta computed against the node's CURRENT live state (read before projecting the snapshot), not a last-written cache (which would be stale, since the SDK-applied ack never went through this method). For a re-projected ack the snapshot equals the node's already-applied state -> no delta -> suppress E3. Genuine engine-driven transitions still differ -> fire. Compared fields (value-equality via AlarmConditionDelta record): Active, Acked, Confirmed, Enabled, Shelving (mapped from the shelving state machine), Severity (mapped through MapSeverity to match the bucket the node stores), Message. Optional Confirmed/Shelving fold to the node read-back default when the child is absent so they can't register a phantom delta. Tests prove both: suppression of the simulated inbound ack re-projection (EventId unchanged) and that genuine transitions fire while identical re-projections suppress; plus a direct unit test of the ShouldFireConditionEvent seam. 102/102 OpcUaServer.Tests green.
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@@ -354,6 +354,127 @@ public sealed class SdkAddressSpaceSinkTests : IDisposable
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await host.DisposeAsync();
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}
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/// <summary>T20 — the inbound double-emit is suppressed by the delta-gate. We simulate the REAL
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/// inbound sequence: a client Acknowledge whose T18 gate returned Good causes the SDK to apply the
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/// acked state to the node and auto-fire its OWN event (E2) WITHOUT going through WriteAlarmCondition.
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/// We reproduce that by applying the acked state directly onto the live AlarmConditionState the way
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/// the SDK would. THEN the engine re-projects the same logical transition through WriteAlarmCondition
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/// with the matching snapshot — and because that snapshot equals the node's current state, the
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/// delta-gate must fire NO event (no E3). We prove "no event fired" by asserting the condition's
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/// EventId is UNCHANGED across the WriteAlarmCondition call (ReportConditionEvent always restamps a
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/// fresh GUID EventId when it fires — same probe the T16 event test uses).</summary>
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[Fact]
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public async Task WriteAlarmCondition_suppresses_event_when_snapshot_equals_node_current_state()
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{
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var (host, server) = await BootAsync();
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var nm = server.NodeManager!;
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var sink = new SdkAddressSpaceSink(nm);
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sink.EnsureFolder("eq-ack", parentNodeId: null, displayName: "Equipment Ack");
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sink.MaterialiseAlarmCondition("alm-ack", "eq-ack", "HighTemp", "OffNormalAlarm", severity: 700);
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var condition = nm.TryGetAlarmCondition("alm-ack");
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condition.ShouldNotBeNull();
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// Drive the alarm active+unacked through the engine path (a genuine transition → fires).
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sink.WriteAlarmCondition("alm-ack", Snapshot(active: true, acknowledged: false, message: "active"), DateTime.UtcNow);
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condition!.ActiveState.Id.Value.ShouldBeTrue();
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condition.AckedState.Id.Value.ShouldBeFalse();
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// === Simulate the SDK-applied inbound Acknowledge (E2) ===
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// After T18's gate returns Good, the SDK applies the acked state to the node and auto-fires its
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// own event — directly on the node, BYPASSING WriteAlarmCondition. Reproduce that node mutation.
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lock (nm.Lock)
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{
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condition.SetAcknowledgedState(nm.SystemContext, true);
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condition.Message.Value = new LocalizedText("active");
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condition.ClearChangeMasks(nm.SystemContext, includeChildren: true);
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}
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condition.AckedState.Id.Value.ShouldBeTrue();
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// Capture the EventId AFTER the SDK-applied ack but BEFORE the engine re-projection.
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var beforeReProject = (byte[]?)condition.EventId.Value?.Clone();
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// === Engine re-projects the SAME acked transition through WriteAlarmCondition (would-be E3) ===
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// Snapshot equals the node's current state (active, acked, message "active") ⇒ delta-gate sees
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// no change ⇒ NO event fires.
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sink.WriteAlarmCondition("alm-ack", Snapshot(active: true, acknowledged: true, message: "active"), DateTime.UtcNow);
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var afterReProject = (byte[]?)condition.EventId.Value?.Clone();
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// EventId is UNCHANGED ⇒ ReportConditionEvent did NOT run ⇒ E3 suppressed.
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afterReProject.ShouldBe(beforeReProject);
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// The projection still applied (state is intact) — only the redundant event was suppressed.
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condition.ActiveState.Id.Value.ShouldBeTrue();
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condition.AckedState.Id.Value.ShouldBeTrue();
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await host.DisposeAsync();
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}
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/// <summary>T20 — genuine engine-driven transitions still fire exactly one event, and a second
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/// IDENTICAL WriteAlarmCondition (no delta vs the node's now-current state) fires zero more. We use
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/// the EventId-changed-on-fire probe: a fire restamps a fresh GUID EventId, a suppress leaves it
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/// untouched.</summary>
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[Fact]
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public async Task WriteAlarmCondition_fires_on_delta_and_suppresses_identical_reprojection()
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{
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var (host, server) = await BootAsync();
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var nm = server.NodeManager!;
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var sink = new SdkAddressSpaceSink(nm);
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sink.EnsureFolder("eq-delta", parentNodeId: null, displayName: "Equipment Delta");
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sink.MaterialiseAlarmCondition("alm-delta", "eq-delta", "HighTemp", "OffNormalAlarm", severity: 700);
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var condition = nm.TryGetAlarmCondition("alm-delta");
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condition.ShouldNotBeNull();
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var beforeFirst = (byte[]?)condition!.EventId.Value?.Clone();
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// Genuine transition: snapshot (active, unacked) differs from the materialise state
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// (inactive, acked) ⇒ delta ⇒ fires exactly one event (EventId changes).
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sink.WriteAlarmCondition("alm-delta", Snapshot(active: true, acknowledged: false, message: "active"), DateTime.UtcNow);
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var afterFirst = (byte[]?)condition.EventId.Value?.Clone();
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afterFirst.ShouldNotBeNull();
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afterFirst!.ShouldNotBe(beforeFirst); // fired
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// Identical re-projection: snapshot now EQUALS the node's current state ⇒ no delta ⇒ 0 more
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// events (EventId unchanged from the first fire).
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sink.WriteAlarmCondition("alm-delta", Snapshot(active: true, acknowledged: false, message: "active"), DateTime.UtcNow);
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var afterSecond = (byte[]?)condition.EventId.Value?.Clone();
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afterSecond.ShouldBe(afterFirst); // suppressed
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// A FURTHER genuine transition (clear) differs again ⇒ fires once more.
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sink.WriteAlarmCondition("alm-delta", Snapshot(active: false, acknowledged: true, message: "cleared"), DateTime.UtcNow);
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var afterThird = (byte[]?)condition.EventId.Value?.Clone();
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afterThird.ShouldNotBe(afterSecond); // fired
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await host.DisposeAsync();
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}
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/// <summary>T20 — direct unit test of the pure fire-vs-suppress decision seam
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/// (<see cref="OtOpcUaNodeManager.ShouldFireConditionEvent"/>). Equal states ⇒ suppress; any single
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/// field differing ⇒ fire. This pins the gate logic independent of the booted server.</summary>
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[Fact]
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public void ShouldFireConditionEvent_fires_only_on_a_field_delta()
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{
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var baseState = new OtOpcUaNodeManager.AlarmConditionDelta(
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Active: true, Acknowledged: false, Confirmed: true, Enabled: true,
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Shelving: AlarmShelvingKind.Unshelved, MappedSeverity: 100, Message: "m");
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// Equal ⇒ suppress (this is the inbound double-emit case in pure form).
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState).ShouldBeFalse();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { }).ShouldBeFalse();
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// Each single-field difference ⇒ fire.
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { Active = false }).ShouldBeTrue();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { Acknowledged = true }).ShouldBeTrue();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { Confirmed = false }).ShouldBeTrue();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { Enabled = false }).ShouldBeTrue();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { Shelving = AlarmShelvingKind.Timed }).ShouldBeTrue();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { MappedSeverity = 900 }).ShouldBeTrue();
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OtOpcUaNodeManager.ShouldFireConditionEvent(baseState, baseState with { Message = "other" }).ShouldBeTrue();
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}
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/// <summary>Builds a test <see cref="AlarmConditionSnapshot"/> with sensible defaults so each call
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/// site only specifies the fields it cares about.</summary>
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private static AlarmConditionSnapshot Snapshot(
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