fix(button-light): serialize relay sends + hot-reload the lamp config
Two bugs in the button-light controller: 1. Stuck relay (random on/off). The blink fired fire-and-forget setAux every 500ms over UNORDERED UDP with no serialization — concurrent on/off packets reordered/overlapped, so the relay latched on whichever packet the device processed last. Replace with a desired-state + serialized worker (#pump): the blink timer only flips desiredOn; a single in-flight send per lamp is guaranteed, and on completion it re-converges to the latest desired state — so the final state is always authoritative and a lost/stale packet self-corrects. 2. Lamp ignored until restart. The lamp map was built once at start(); a button light added/changed via the UI never took effect without a server restart. #reconcile now re-reads the device config (at start and before each event, like DeviceMonitor), adding/updating/dropping lamps live — so a just-saved lamp blinks on the next radar edge. Tests assert confirmedOf() (the device's latched state); +1 reconcile-after-start case. Claude-Session: https://claude.ai/code/session_01Xcm6ikLgGoCxxHrxtjkk5V
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+100
-35
@@ -20,17 +20,25 @@ const DEFAULT_BLINK_MS = 500;
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/** Per-controller live state for the lamp rule. */
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interface LampState {
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readonly spec: ButtonLightSpec;
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/** Lamp config (relay #, blink ms). Mutable: #reconcile updates it in place when the
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* admin changes the button-light config without a restart. */
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spec: ButtonLightSpec;
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/** Is the radar (presence input on an entry relay) currently active? */
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present: boolean;
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/** The output we last commanded (de-dupe — avoid UDP spam at the 50ms input poll). */
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lastOn: boolean | null;
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/** The high-level state we're rendering (to avoid restarting a running blink). */
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rendered: LightState | null;
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/** Active blink timer, if blinking. */
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blink: ReturnType<typeof setInterval> | null;
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/** Blink phase (true = currently on). */
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blinkOn: boolean;
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/** The output we WANT the relay to be in. The serialized worker drives the device
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* toward this. The blink timer only flips this flag — it never sends directly. */
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desiredOn: boolean;
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/** The output we last CONFIRMED on the device (after a successful send). null = unknown. */
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confirmedOn: boolean | null;
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/** True while a send is in flight for this lamp — serializes UDP so on/off can't
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* overlap or reorder (UDP is unordered; concurrent toggles left the relay stuck). */
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sending: boolean;
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}
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/** Resolves a controller's live aux-output adapter. The default goes through the
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@@ -59,7 +67,7 @@ export class ButtonLightController {
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/** Subscribe to radar input edges + lane status, and initialise every lamp OFF. */
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start(): void {
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this.#loadLamps();
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this.#reconcile();
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// All lamps start OFF (known-safe baseline) regardless of prior device state.
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for (const [controllerId, lamp] of this.#lamps) this.#apply(controllerId, lamp);
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@@ -67,23 +75,45 @@ export class ButtonLightController {
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this.#unsubLane = deviceEvents.onLaneStatus((s) => this.#onLane(s));
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}
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/** (Re)build the lamp map from the current device config. Each enabled access
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* controller with a `buttonLight` gets a lamp; others are skipped. */
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#loadLamps(): void {
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this.#lamps.clear();
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/** Reconcile the lamp map with the CURRENT device config (the booth can add/change a
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* button light without a server restart). Mirrors DeviceMonitor, which re-reads the
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* device set each tick. Adds lamps for newly-configured controllers, updates the spec
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* (relay #, blink ms) in place — preserving live `present`/blink state — and drops
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* lamps whose controller lost its buttonLight or was disabled. Called at start() and
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* before handling each event, so a just-saved lamp takes effect immediately. */
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#reconcile(): void {
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const rows = this.#db.select().from(devices).where(eq(devices.category, "access")).all();
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const seen = new Set<string>();
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for (const row of rows) {
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if (!row.enabled) continue;
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const spec = buttonLightOf(row);
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if (!spec) continue;
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this.#lamps.set(row.id, {
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spec,
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present: false,
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lastOn: null,
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rendered: null,
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blink: null,
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blinkOn: false,
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});
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seen.add(row.id);
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const existing = this.#lamps.get(row.id);
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if (existing) {
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existing.spec = spec; // pick up a changed relay # / blink cadence
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} else {
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this.#lamps.set(row.id, {
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spec,
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present: false,
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rendered: null,
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blink: null,
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blinkOn: false,
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desiredOn: false,
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confirmedOn: null,
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sending: false,
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});
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}
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}
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// Drop lamps whose controller no longer declares one (or was disabled/removed).
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for (const [id, lamp] of this.#lamps) {
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if (seen.has(id)) continue;
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if (lamp.blink) {
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clearInterval(lamp.blink);
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lamp.blink = null;
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}
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this.#finalOff(id, lamp); // best-effort fail-OFF before forgetting it
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this.#lamps.delete(id);
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}
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}
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@@ -91,6 +121,8 @@ export class ButtonLightController {
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* edge the SAME way the entry flow does (relayForPresence on an entry/both relay),
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* so the lamp and the one-car-one-ticket gate always agree on "a car is here". */
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#onInput(e: DeviceInputEvent): void {
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// Reconcile first so a lamp added/changed since boot (no restart) is picked up.
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this.#reconcile();
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const lamp = this.#lamps.get(e.deviceId);
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if (!lamp) return; // no lamp on this controller
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const presence = relayForPresence(this.#db, e.deviceId, e.input);
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@@ -123,19 +155,24 @@ export class ButtonLightController {
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lamp.rendered = target;
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if (target === "off") {
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void this.#drive(controllerId, lamp, false);
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lamp.desiredOn = false;
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this.#pump(controllerId, lamp);
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} else if (target === "solid") {
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void this.#drive(controllerId, lamp, true);
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lamp.desiredOn = true;
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this.#pump(controllerId, lamp);
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} else {
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// BLINK: arm the toggle timer SYNCHRONOUSLY (it must not wait on a UDP write), then
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// drive the first "on". A symmetric cadence uses one interval; an asymmetric one
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// re-arms each phase with its own duration.
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// BLINK: a wall-clock timer flips ONLY the desired flag; #pump does the actual
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// (serialized) UDP send. A symmetric cadence uses one interval; an asymmetric one
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// re-arms each phase with its own duration. Sends never overlap or reorder, so the
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// relay can't get stuck on a stale packet.
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const onMs = lamp.spec.blinkOnMs && lamp.spec.blinkOnMs > 0 ? lamp.spec.blinkOnMs : DEFAULT_BLINK_MS;
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const offMs = lamp.spec.blinkOffMs && lamp.spec.blinkOffMs > 0 ? lamp.spec.blinkOffMs : DEFAULT_BLINK_MS;
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lamp.blinkOn = true;
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lamp.desiredOn = true;
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const tick = () => {
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lamp.blinkOn = !lamp.blinkOn;
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void this.#drive(controllerId, lamp, lamp.blinkOn);
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lamp.desiredOn = lamp.blinkOn;
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this.#pump(controllerId, lamp);
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if (onMs !== offMs && lamp.blink) {
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clearInterval(lamp.blink);
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lamp.blink = setInterval(tick, lamp.blinkOn ? onMs : offMs);
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@@ -144,23 +181,37 @@ export class ButtonLightController {
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};
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lamp.blink = setInterval(tick, onMs);
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lamp.blink.unref?.();
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void this.#drive(controllerId, lamp, true);
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this.#pump(controllerId, lamp);
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}
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}
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/** Latch the lamp's relay via the device's aux-output capability. De-duped + fail-OFF:
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* an error logs and leaves `lastOn` unchanged so the next compute retries. */
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async #drive(controllerId: string, lamp: LampState, on: boolean): Promise<void> {
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if (lamp.lastOn === on) return; // no redundant UDP writes
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/** Serialized per-lamp worker: drive the relay toward `desiredOn`, one UDP send at a
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* time. Because UDP is unordered, concurrent on/off sends previously raced and left
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* the relay stuck on a stale packet. Here a single in-flight send is guaranteed
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* (`sending` guard); when it resolves, if the desired state moved on we send again —
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* so the LAST desired state is always the one finally asserted on the device. */
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#pump(controllerId: string, lamp: LampState): void {
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if (lamp.sending) return; // a send is already in flight; it'll re-check on completion
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if (lamp.confirmedOn === lamp.desiredOn) return; // already there — no redundant UDP
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const aux = this.#resolveAux(controllerId);
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if (!aux) return;
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try {
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await aux.setAux(lamp.spec.relay, on);
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lamp.lastOn = on;
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} catch (err) {
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this.#logger.error(`button-light setAux failed (${controllerId} R${lamp.spec.relay}): ${(err as Error).message}`);
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// Leave lastOn unchanged → retried on the next state compute. Never escalates.
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}
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const target = lamp.desiredOn;
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lamp.sending = true;
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void aux
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.setAux(lamp.spec.relay, target)
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.then(() => {
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lamp.confirmedOn = target;
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})
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.catch((err: unknown) => {
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// Leave confirmedOn unchanged so the next pump retries this state. Never escalates.
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this.#logger.error(`button-light setAux failed (${controllerId} R${lamp.spec.relay}): ${(err as Error).message}`);
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})
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.finally(() => {
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lamp.sending = false;
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// Desired state may have changed (or the send failed) while we were busy —
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// re-pump to converge. This is what makes the final state authoritative.
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if (lamp.confirmedOn !== lamp.desiredOn) this.#pump(controllerId, lamp);
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});
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}
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/** Build the live aux-output adapter for a controller, or null (logged once). */
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@@ -197,14 +248,28 @@ export class ButtonLightController {
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lamp.blink = null;
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}
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// Best-effort fail-OFF on shutdown.
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void this.#drive(controllerId, lamp, false);
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this.#finalOff(controllerId, lamp);
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}
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}
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/** Drive a lamp OFF as a one-shot (used when dropping/stopping a lamp): set desired
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* OFF and pump. The serialized worker still applies, so this can't collide with an
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* in-flight send — it converges to OFF. */
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#finalOff(controllerId: string, lamp: LampState): void {
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lamp.desiredOn = false;
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this.#pump(controllerId, lamp);
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}
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/** Test seam: current high-level state being rendered for a controller. */
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stateOf(controllerId: string): LightState | null {
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return this.#lamps.get(controllerId)?.rendered ?? null;
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}
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/** Test seam: the state last CONFIRMED on the device for a controller (after a
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* successful send). null = unknown / nothing sent yet. */
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confirmedOf(controllerId: string): boolean | null {
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return this.#lamps.get(controllerId)?.confirmedOn ?? null;
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}
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}
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/** Build a controller row's live aux device (exported for reuse/tests). */
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