feat(v3-batch3): B3-WP4 — {{equip}}/<RefName> reference-relative resolution

Replace the deleted equipment-base-prefix {{equip}} mechanism (impossible now
that equipment is reference-only) with per-reference resolution:
{{equip}}/<RefName> resolves through the owning equipment's UnsTagReference rows
(by effective name) to the backing raw tag's RawPath. Every unresolved <RefName>
is a clear deploy error + authoring rejection + Monaco diagnostic — preserving
"editor accepts <=> publish accepts".

Commons:
- EquipmentScriptPaths: delete DeriveEquipmentBase; SubstituteEquipmentToken now
  takes the equipment's reference map (effectiveName -> RawPath) and substitutes
  {{equip}}/<RefName> inside path literals (unresolved left intact, never throws);
  add ExtractEquipReferenceNames (path-literal scoped) +
  ExtractEquipReferenceNamesFromText (message templates). Slash syntax replaces
  the v2 dot joint.
- New EquipmentReferenceMap: shared, input-shape-agnostic builder (entity + JSON
  sides) over RawPathResolver — the single authority both compose seams + the
  validator use, so resolved RawPaths agree byte-for-byte.

Compose seams (byte-parity kept):
- AddressSpaceComposer.Compose + DeploymentArtifact.ParseComposition both build
  the per-equipment reference map from UnsTagReferences + Tags + raw topology and
  substitute VirtualTag AND ScriptedAlarm-predicate sources before dependency
  extraction (runtime dep refs = resolved RawPaths).

Deploy gate + authoring + editor:
- DraftValidator.ValidateEquipReferenceResolution: EquipReferenceUnresolved error
  for unresolved {{equip}}/<RefName> in VirtualTag/ScriptedAlarm scripts + alarm
  message-template tokens (naming script, equipment, missing ref).
- UnsTreeService.ValidateEquipTokenAsync (Wave-A M1): reference-relative authoring
  rejection, replacing the stale DeriveEquipmentBase(empty)->reject-all logic.
- ScriptAnalysisService: {{equip}}/ completion offers the equipment's reference
  effective names; DiagnoseAsync flags unresolved refs (OTSCRIPT_EQUIPREF) same as
  the deploy gate. Requests carry optional EquipmentId (threaded MonacoEditor ->
  monaco-init.js -> fetch bodies). IScriptTagCatalog.GetEquipmentRelativeLeavesAsync
  repurposed to GetEquipmentReferenceNamesAsync(equipmentId, filter).

Tests: EquipmentScriptPaths substitution/extraction (slash pinned); composer<->
artifact reference-resolution byte-parity; DraftValidator unresolved-ref;
ScriptAnalysis completion+diagnostic; M1 authoring gate. Build clean (0/0); all
five affected suites green.

Claude-Session: https://claude.ai/code/session_01LVneM3eh1UtJxEisFXgmox
This commit is contained in:
Joseph Doherty
2026-07-16 06:58:17 -04:00
parent a88dc86173
commit dc0d7653b9
23 changed files with 1142 additions and 426 deletions
@@ -39,6 +39,7 @@ public static class DraftValidator
ValidateRawNameCharset(draft, errors);
ValidateHistorizedTagnameLength(draft, errors);
ValidateUnsEffectiveLeafUniqueness(draft, errors);
ValidateEquipReferenceResolution(draft, errors);
ValidateCalculationTags(draft, errors);
return errors;
}
@@ -238,6 +239,64 @@ public static class DraftValidator
}
}
/// <summary>v3: every <c>{{equip}}/&lt;RefName&gt;</c> used in an equipment's VirtualTag script,
/// ScriptedAlarm predicate script, or ScriptedAlarm message template must resolve to one of the owning
/// equipment's <c>UnsTagReference</c> effective names (<c>DisplayNameOverride</c> else the backing raw
/// tag's <c>Name</c>) — the same set the compose seams substitute against. An unresolved <c>&lt;RefName&gt;</c>
/// is a deploy error (replacing the v2 silent null-base no-substitution), naming the script/alarm, the
/// equipment, and the missing ref. This is the deploy-gate half of the invariant the Monaco diagnostic +
/// the authoring gate enforce (editor accepts ⇔ publish accepts).</summary>
private static void ValidateEquipReferenceResolution(DraftSnapshot draft, List<ValidationError> errors)
{
var tagNameById = draft.Tags.GroupBy(t => t.TagId, StringComparer.Ordinal)
.ToDictionary(g => g.Key, g => g.First().Name, StringComparer.Ordinal);
// equipmentId → set of reference effective names ({{equip}}/<RefName> resolves through REFERENCES
// only — VirtualTags/ScriptedAlarms are computed signals with no backing RawPath).
var refNamesByEquip = new Dictionary<string, HashSet<string>>(StringComparer.Ordinal);
foreach (var r in draft.UnsTagReferences)
{
var effective = r.DisplayNameOverride ?? (tagNameById.TryGetValue(r.TagId, out var n) ? n : null);
if (string.IsNullOrEmpty(effective)) continue;
if (!refNamesByEquip.TryGetValue(r.EquipmentId, out var set))
refNamesByEquip[r.EquipmentId] = set = new HashSet<string>(StringComparer.Ordinal);
set.Add(effective!);
}
var scriptSourceById = draft.Scripts.GroupBy(s => s.ScriptId, StringComparer.Ordinal)
.ToDictionary(g => g.Key, g => g.First().SourceCode, StringComparer.Ordinal);
void CheckRefs(string equipmentId, IEnumerable<string> refNames, string source)
{
var have = refNamesByEquip.TryGetValue(equipmentId, out var set) ? set : null;
foreach (var name in refNames)
{
if (have is not null && have.Contains(name)) continue;
errors.Add(new("EquipReferenceUnresolved",
$"{source} uses '{EquipmentScriptPaths.EquipTokenPrefix}{name}' but equipment '{equipmentId}' has " +
$"no reference named '{name}'; add a reference with that effective name or correct the script.",
equipmentId));
}
}
foreach (var v in draft.VirtualTags)
{
var src = scriptSourceById.TryGetValue(v.ScriptId, out var s) ? s : null;
var used = EquipmentScriptPaths.ExtractEquipReferenceNames(src);
if (used.Count > 0) CheckRefs(v.EquipmentId, used, $"VirtualTag '{v.VirtualTagId}'");
}
foreach (var a in draft.ScriptedAlarms)
{
var src = scriptSourceById.TryGetValue(a.PredicateScriptId, out var s) ? s : null;
var used = EquipmentScriptPaths.ExtractEquipReferenceNames(src)
.Concat(EquipmentScriptPaths.ExtractEquipReferenceNamesFromText(a.MessageTemplate))
.Distinct(StringComparer.Ordinal)
.ToList();
if (used.Count > 0) CheckRefs(a.EquipmentId, used, $"ScriptedAlarm '{a.ScriptedAlarmId}'");
}
}
private static bool IsValidSegment(string? s) =>
s is not null && (UnsSegment.IsMatch(s) || s == UnsDefaultSegment);