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
@@ -214,6 +214,117 @@ public sealed class DraftValidatorTests
ScriptId = "s-1",
};
// ------------------------------------------------------------------------------------
// ValidateEquipReferenceResolution — v3 WP4: {{equip}}/<RefName> must resolve to a reference
// ------------------------------------------------------------------------------------
private static Script BuildScript(string id, string source) => new()
{
ScriptId = id, Name = id, SourceCode = source, SourceHash = $"h-{id}",
};
private static Tag BuildRawTag(string tagId, string name) => new()
{
TagId = tagId, DeviceId = "dev-1", Name = name, DataType = "Float",
AccessLevel = TagAccessLevel.Read, TagConfig = "{}",
};
private static UnsTagReference BuildReference(string id, string equipmentId, string tagId, string? overrideName = null) => new()
{
UnsTagReferenceId = id, EquipmentId = equipmentId, TagId = tagId, DisplayNameOverride = overrideName,
};
/// <summary>A VirtualTag script using <c>{{equip}}/Speed</c> with no reference "Speed" on the equipment is
/// a deploy error naming the equipment + the missing ref.</summary>
[Fact]
public void VirtualTag_equip_ref_unresolved_is_deploy_error()
{
var draft = new DraftSnapshot
{
GenerationId = 1, ClusterId = "c",
Scripts = [BuildScript("s-1", "return ctx.GetTag(\"{{equip}}/Speed\").Value;")],
VirtualTags = [BuildVirtualTag(equipmentId: "eq-1", name: "vt")],
};
var err = DraftValidator.Validate(draft).First(e => e.Code == "EquipReferenceUnresolved");
err.Message.ShouldContain("eq-1");
err.Message.ShouldContain("Speed");
}
/// <summary>The same script resolves cleanly when the equipment has a reference whose effective name is
/// "Speed" (backing raw tag's Name).</summary>
[Fact]
public void VirtualTag_equip_ref_resolved_is_clean()
{
var draft = new DraftSnapshot
{
GenerationId = 1, ClusterId = "c",
Scripts = [BuildScript("s-1", "return ctx.GetTag(\"{{equip}}/Speed\").Value;")],
VirtualTags = [BuildVirtualTag(equipmentId: "eq-1", name: "vt")],
Tags = [BuildRawTag("tag-1", "Speed")],
UnsTagReferences = [BuildReference("ref-1", "eq-1", "tag-1")],
};
DraftValidator.Validate(draft).ShouldNotContain(e => e.Code == "EquipReferenceUnresolved");
}
/// <summary>A DisplayNameOverride is the effective name: <c>{{equip}}/MotorSpeed</c> resolves to a
/// reference overridden to "MotorSpeed" even though the backing raw tag's Name is "raw_speed".</summary>
[Fact]
public void VirtualTag_equip_ref_resolves_by_override_name()
{
var draft = new DraftSnapshot
{
GenerationId = 1, ClusterId = "c",
Scripts = [BuildScript("s-1", "return ctx.GetTag(\"{{equip}}/MotorSpeed\").Value;")],
VirtualTags = [BuildVirtualTag(equipmentId: "eq-1", name: "vt")],
Tags = [BuildRawTag("tag-1", "raw_speed")],
UnsTagReferences = [BuildReference("ref-1", "eq-1", "tag-1", overrideName: "MotorSpeed")],
};
DraftValidator.Validate(draft).ShouldNotContain(e => e.Code == "EquipReferenceUnresolved");
}
/// <summary>A reference on a DIFFERENT equipment does not satisfy the token — resolution is per owning
/// equipment.</summary>
[Fact]
public void VirtualTag_equip_ref_does_not_resolve_across_equipment()
{
var draft = new DraftSnapshot
{
GenerationId = 1, ClusterId = "c",
Scripts = [BuildScript("s-1", "return ctx.GetTag(\"{{equip}}/Speed\").Value;")],
VirtualTags = [BuildVirtualTag(equipmentId: "eq-1", name: "vt")],
Tags = [BuildRawTag("tag-1", "Speed")],
UnsTagReferences = [BuildReference("ref-1", "eq-2", "tag-1")], // reference is on eq-2, not eq-1
};
DraftValidator.Validate(draft).ShouldContain(e => e.Code == "EquipReferenceUnresolved");
}
/// <summary>Alarm message-template <c>{{equip}}/Temp</c> follows the same rule — an unresolved ref in the
/// template is a deploy error.</summary>
[Fact]
public void ScriptedAlarm_message_template_equip_ref_unresolved_is_deploy_error()
{
var draft = new DraftSnapshot
{
GenerationId = 1, ClusterId = "c",
Scripts = [BuildScript("s-1", "return true;")],
ScriptedAlarms =
[
new ScriptedAlarm
{
ScriptedAlarmId = "al-1", EquipmentId = "eq-1", Name = "overheat",
AlarmType = "LimitAlarm", MessageTemplate = "Too hot: {{equip}}/Temp",
PredicateScriptId = "s-1",
},
],
};
DraftValidator.Validate(draft).ShouldContain(e => e.Code == "EquipReferenceUnresolved");
}
// ------------------------------------------------------------------------------------
// Phase 6.3 task #148 part 2 — ValidateClusterTopology (unchanged in v3)
// ------------------------------------------------------------------------------------