Capture current mission, AI, map and administration development

Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
This commit is contained in:
2026-10-13 22:52:53 +02:00
parent a951a96edc
commit 6a667d8deb
8104 changed files with 2124945 additions and 2061 deletions
@@ -0,0 +1,301 @@
"""Execute actual mounted sampler/snapshot methods against bounded native doubles."""
import re,os
from pathlib import Path
from policy_harness import ROOT, run
p=Path(os.environ.get('ERR_MOUNTED_AMMO_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c'))
s=p.read_text()
for forbidden in ('SetAmmoCount','GetOrigin','GetWorld','Spawn','TryMove','DeleteEntity','GetAgents'):
assert forbidden not in s, forbidden
code=re.sub(r'//[^\n]*','',s).replace('protected ','').replace('class ','struct ')
code=code.replace('BaseWeaponManagerComponent.Cast(part.FindComponent(BaseWeaponManagerComponent))','part->manager')
code=code.replace('BaseWeaponComponent.Cast(part.FindComponent(BaseWeaponComponent))','part->weapon')
code=code.replace('BaseWeaponComponent.Cast(mountedEntity.FindComponent(BaseWeaponComponent))','mountedEntity->weapon')
code=code.replace('InventoryItemComponent.Cast(mountedEntity.FindComponent(InventoryItemComponent))','mountedEntity->item')
code=code.replace('WeaponSlotComponent.Cast(weapon)','dynamic_cast<Mount*>(weapon)').replace('binding.GetParentContainer()','binding->mount')
code=code.replace('InventoryItemComponent.Cast(entity.FindComponent(InventoryItemComponent))','entity->item')
code=code.replace('InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent))','owner->item').replace('ResourceName resource', 'string resource')
code=code.replace('WeaponSlotComponent.Cast(slot.GetParentContainer())','slot->mount').replace('BaseMuzzleComponent.Cast(slot.GetParentContainer())','slot->muzzle')
code=code.replace('WeaponSlotComponent.Cast(parent.GetParentContainer())','parent->mount').replace('WeaponSlotComponent.Cast(item.GetParentSlot().GetParentContainer())','item->GetParentSlot()->mount')
code=code.replace('parent.GetParentContainer()', 'parent->Container()')
code=code.replace('EStoragePurpose.','EStoragePurpose::').replace('GetParentSlot().','GetParentSlot()->')
code=code.replace('ChimeraCharacter.Cast(entity) != nullptr','entity->character').replace('ChimeraCharacter.Cast(entity) != null','entity->character')
code=code.replace('ChimeraCharacter.Cast(root)','root->character').replace('ChimeraCharacter.Cast(entity)','entity->character')
code=code.replace('protected static ref ', 'inline static ').replace('static ref ', 'inline static ').replace('ref ', '')
code=re.sub(r'\bERR_HQMountedAmmoDiagnostic (?=\w)', 'ERR_HQMountedAmmoDiagnostic* ',code)
code=code.replace('s_Diagnostic.', 's_Diagnostic->').replace('GetPrefabData().', 'GetPrefabData()->')
code=re.sub(r'\bERR_HQMountedAmmoSnapshot (?=\w)','ERR_HQMountedAmmoSnapshot* ',code)
code=code.replace('array<','Array<').replace('foreach (','for (')
code=re.sub(r'"[^"]*"|\bnull\b',lambda m:m.group() if m.group().startswith(chr(34)) else 'nullptr',code)
code=code.replace('Array<IEntity> allowed, Array<BaseWeaponComponent> weapons,','Array<IEntity>& allowed, Array<BaseWeaponComponent>& weapons,')
code=code.replace('Array<IEntity> allowed, Array<BaseWeaponComponent> weapons)', 'Array<IEntity>& allowed, Array<BaseWeaponComponent>& weapons)')
for name in ('copy','result','weapon','root','entity','child','part','manager','mounted','muzzle','magazine','item','storage','mount','mountedEntity','mountedItem','owner','parent','binding','parentMount','parentOwner'):
code=re.sub(r'\b'+name+r'\.',name+'->',code)
code=re.sub(r'\b(bool|int) (\w+);',r'\1 \2=0;',code).replace('\n}\n','\n};\n')
program=(r'''
#include <cassert>
#include <algorithm>
#include <vector>
#include <string>
using string=std::string;
struct Prefab{string name="fixture";string GetPrefabName(){return name;}};
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;
int Count(){return this->size();}bool IsEmpty(){return this->empty();}
void Insert(T n){this->push_back(n);}bool Contains(T n){return std::find(this->begin(),this->end(),n)!=this->end();}};
struct Entity;struct Weapon;struct Muzzle;struct Magazine;struct Manager;struct Mount;
struct EStoragePurpose{static const int PURPOSE_UNSET=0,PURPOSE_DEPOSIT=1,PURPOSE_WEAPON_PROXY=2,PURPOSE_ATTACHMENT_PROXY=4,PURPOSE_ANY=127;};
struct Storage{int purpose=EStoragePurpose::PURPOSE_DEPOSIT;int GetPurpose(){return purpose;}};
struct Slot{Mount* mount=nullptr;Muzzle* muzzle=nullptr;Storage* storage=nullptr;Entity* attached=nullptr;Entity* GetAttachedEntity(){return attached;}void* Container(){return mount?static_cast<void*>(mount):muzzle?static_cast<void*>(muzzle):static_cast<void*>(storage);}Storage* GetStorage(){return storage;}};
struct Item{Slot* slot=nullptr;Slot* GetParentSlot(){return slot;}};
using InventoryStorageSlot=Slot*;using WeaponSlotComponent=Mount*;
using InventoryItemComponent=Item*;using BaseInventoryStorageComponent=Storage*;
using IEntity=Entity*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;
using BaseMagazineComponent=Magazine*;using BaseWeaponManagerComponent=Manager*;
struct Entity{Prefab prefab;Prefab*GetPrefabData(){return &prefab;}Item* item=nullptr;bool character=false;Entity* child=nullptr;Entity* sibling=nullptr;Manager* manager=nullptr;Weapon* weapon=nullptr;
int reads=0;Entity* GetChildren(){reads++;assert(reads<=1);return child;}Entity* GetSibling(){return sibling;}};
struct Magazine{IEntity owner=nullptr;int rounds=25,capacity=100,reads=0;
IEntity GetOwner(){return owner;}int GetAmmoCount(){reads++;return rounds;}int GetMaxAmmoCount(){return capacity;}};
struct Muzzle{IEntity owner=nullptr;Magazine* mag=nullptr;int barrels=1,chambered=1,reads=0;
IEntity GetOwner(){return owner;}int GetBarrelsCount(){return barrels;}
bool IsBarrelChambered(int b){reads++;return b<chambered;}Magazine* GetMagazine(){return mag;}};
struct Weapon{virtual ~Weapon(){}IEntity owner=nullptr;Array<Muzzle*> muzzles;int reads=0;
IEntity GetOwner(){return owner;}void GetMuzzlesList(Array<Muzzle*>& out){reads++;out=muzzles;}};
struct Mount:Weapon{IEntity weapon=nullptr;Slot* slot=nullptr;
Slot* GetSlotInfo(){return slot;}IEntity GetWeaponEntity(){return weapon;}};
struct Manager{Array<Weapon*> weapons;int reads=0;void GetWeapons(Array<Weapon*>& out){reads++;out=weapons;}};
'''+code+r'''
struct Rig{Entity root,gun,magazine,crew,rifle;Manager manager,crewManager;Weapon weapon,carried;
Muzzle muzzle,carriedMuzzle;Magazine mag,carriedMag;
Rig(){root.child=&gun;gun.sibling=&magazine;magazine.sibling=&crew;crew.character=true;crew.child=&rifle;
root.manager=&manager;manager.weapons={&weapon,&weapon};gun.weapon=&weapon;weapon.owner=&gun;weapon.muzzles={&muzzle,&muzzle};
muzzle.owner=&gun;muzzle.mag=&mag;mag.owner=&magazine;
crew.manager=&crewManager;crewManager.weapons={&carried};rifle.weapon=&carried;carried.owner=&rifle;
carried.muzzles={&carriedMuzzle};carriedMuzzle.owner=&rifle;carriedMuzzle.mag=&carriedMag;carriedMag.owner=&rifle;}
ERR_HQMountedAmmoSnapshot* Inspect(){return ERR_HQMountedAmmoSampler::Inspect(&root);}
};
int main(){
// Installed BMP has three live gun components plus two inert native controls.
// Exercise actual Inspect using exact documented resources and reciprocal slots.
for(string name:{string("{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et"),string("{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et")}){
Rig r;Entity dummy;Weapon inert;Mount mount;Item item;Slot slot;dummy.prefab.name=name;
r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;dummy.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&r.root;mount.slot=&slot;mount.weapon=&dummy;
r.manager.weapons.Insert(&mount);r.manager.weapons.Insert(&inert);
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Capacity==100&&s->Chambers==1&&inert.reads==1);
}
// A root containing only a known installed inert control is completely unarmed.
{Entity root,dummy;Weapon inert;Mount mount;Item item;Slot slot;root.child=&dummy;dummy.prefab.name="{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et";dummy.weapon=&inert;inert.owner=&dummy;dummy.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&root;mount.slot=&slot;mount.weapon=&dummy;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==0&&s->Muzzles==0&&s->Magazines==0&&s->Rounds==0&&s->Capacity==0&&s->Chambers==0&&inert.reads==1);}
// Both BMP controls coexist: decrement each exactly once while retaining the gun.
{Rig r;Entity dummy[2];Weapon inert[2];Mount mount[2];Item item[2];Slot slot[2];r.crew.sibling=&dummy[0];dummy[0].sibling=&dummy[1];
dummy[0].prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";dummy[1].prefab.name="{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et";
for(int i=0;i<2;i++){dummy[i].weapon=&inert[i];inert[i].owner=&dummy[i];dummy[i].item=&item[i];item[i].slot=&slot[i];slot[i].mount=&mount[i];mount[i].owner=&r.root;mount[i].slot=&slot[i];mount[i].weapon=&dummy[i];r.manager.weapons.Insert(&mount[i]);r.manager.weapons.Insert(&inert[i]);}
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Capacity==100&&s->Chambers==1&&inert[0].reads==1&&inert[1].reads==1);}
// Unknown no-muzzle weapons and broken/foreign installation remain incomplete.
for(int bad=0;bad<6;bad++){
Rig r;Entity dummy,foreign;Weapon inert;Mount mount;Item item;Slot slot,other;dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";
r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;dummy.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&r.root;mount.slot=&slot;mount.weapon=&dummy;
if(bad==0)dummy.prefab.name="{0000000000000000}Prefabs/Weapons/Core/Armament_Empty.et";
if(bad==1)dummy.item=nullptr;
if(bad==2)item.slot=nullptr;
if(bad==3)mount.owner=&foreign;
if(bad==4)mount.slot=&other;
if(bad==5)mount.weapon=&foreign;
auto s=r.Inspect();assert(!s->Complete&&s->Valid());
}
// A known resource carrying an actual muzzle is never silently omitted.
{Rig r;r.gun.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";auto s=r.Inspect();assert(s->Complete&&s->Weapons==1&&s->Rounds==25&&r.muzzle.reads==1);}
// An excluded cargo subtree cannot turn a stored placeholder into mounted armament.
{Rig r;Entity cargo;Weapon inert;Item item;Slot slot;Storage storage;r.crew.sibling=&cargo;cargo.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";cargo.item=&item;item.slot=&slot;slot.storage=&storage;cargo.weapon=&inert;inert.owner=&cargo;auto s=r.Inspect();assert(s->Complete&&s->Weapons==1&&inert.reads==0);}
{auto s=ERR_HQMountedAmmoSampler::Inspect(nullptr);assert(!s->Complete&&s->Valid());}
{Entity root;root.character=true;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&root.reads==0);}
{Entity root;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==0);}
{Rig r;auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1);
assert(s->Rounds==25&&s->Capacity==100&&s->Chambers==1&&s->LowMagazines==1);
assert(r.weapon.reads==1&&r.muzzle.reads==1&&r.mag.reads==1&&r.crew.reads==0&&r.crewManager.reads==0&&r.carried.reads==0);
auto copy=s->Snapshot();s->Complete=false;s->Rounds=0;s->Capacity=0;s->LowMagazines=0;
assert(copy->Complete&&copy->Rounds==25&&copy->Capacity==100&&copy->LowMagazines==1&&copy->Weapons==1&&copy->Muzzles==1&&copy->Magazines==1&&copy->Chambers==1);}
for(int rounds:{0,24,25,26,100}){Rig r;r.mag.rounds=rounds;auto s=r.Inspect();assert(s->Complete&&s->Valid());assert(s->LowMagazines==(rounds<=25));}
{Rig r;Muzzle second;second.owner=&r.gun;second.mag=&r.mag;second.chambered=0;r.weapon.muzzles.Insert(&second);
auto s=r.Inspect();assert(s->Complete&&s->Muzzles==2&&s->Magazines==1&&s->Chambers==1&&s->Rounds==25&&r.mag.reads==1);}
// Manager references into skipped characters, foreign roots, or nulls never count.
for(int kind=0;kind<3;kind++){Rig r;Entity foreign;Weapon w;w.owner=&foreign;
r.manager.weapons.Insert(kind==0?&r.carried:kind==1?&w:nullptr);auto s=r.Inspect();assert(!s->Complete&&s->Valid()&&s->Weapons==1);}
for(int kind=0;kind<3;kind++){Rig r;Entity foreign;
if(kind==0)r.muzzle.owner=&foreign;
if(kind==1)r.mag.owner=&foreign;
if(kind==2)r.mag.owner=nullptr;
auto s=r.Inspect();assert(!s->Complete&&s->Valid()&&s->Rounds==0&&s->Magazines==0);}
// Deposited rifles and nested magazines are excluded; installed magazine slots remain admitted.
{Rig r;Entity cargo,rifle,magEntity;Item item;Slot slot;Storage storage;Weapon rifleWeapon;
r.crew.sibling=&cargo;cargo.child=&rifle;rifle.child=&magEntity;rifle.item=&item;item.slot=&slot;slot.storage=&storage;
rifle.weapon=&rifleWeapon;rifleWeapon.owner=&rifle;auto s=r.Inspect();assert(s->Complete&&s->Weapons==1&&rifle.reads==0&&magEntity.reads==0);}
{Rig r;Item item;Slot slot;Storage storage;r.magazine.item=&item;item.slot=&slot;slot.storage=&storage;
storage.purpose=EStoragePurpose::PURPOSE_ATTACHMENT_PROXY;auto s=r.Inspect();assert(s->Complete&&s->Rounds==25&&s->Magazines==1);}
for(int purpose:{0,127}){Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;slot.storage=&storage;
storage.purpose=purpose;auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Valid());}
// Native purposes support combined flags; any deposit bit excludes the subtree.
{Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;slot.storage=&storage;
storage.purpose=EStoragePurpose::PURPOSE_DEPOSIT|EStoragePurpose::PURPOSE_ATTACHMENT_PROXY;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Valid());}
// Manager references cannot rescue a cargo weapon.
{Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;slot.storage=&storage;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Valid());}
// Exact native weapon-slot and muzzle containers are not deposit storage.
for(int purpose:{-1,0,127}){Rig r;Item gunItem,magItem;Slot gunSlot,magSlot;Storage storage;Mount mount;
mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&gunSlot;gunSlot.mount=&mount;r.gun.item=&gunItem;gunItem.slot=&gunSlot;
magSlot.muzzle=&r.muzzle;r.magazine.item=&magItem;magItem.slot=&magSlot;
if(purpose>=0){storage.purpose=purpose;gunSlot.storage=&storage;magSlot.storage=&storage;}
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1);}
// No generic missing-storage bypass: foreign container owners, stale slots and
// substituted attached items fail closed, including foreign loaded magazines.
for(int fault=0;fault<6;fault++){Rig r;Entity foreign;Item item;Slot slot,other;Mount mount;
r.gun.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&slot;
if(fault==0)mount.owner=&foreign;
if(fault==1)mount.owner=&r.crew;
if(fault==2)mount.weapon=&foreign;
if(fault==3)mount.slot=&other;
if(fault==4)slot.mount=nullptr;
if(fault==5)mount.owner=nullptr;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Rounds==0&&s->Valid());}
for(int fault=0;fault<3;fault++){Rig r;Entity foreign;Item item;Slot slot;
r.magazine.item=&item;item.slot=&slot;slot.muzzle=&r.muzzle;
if(fault==0)r.muzzle.owner=&foreign;
if(fault==1)r.muzzle.mag=nullptr;
if(fault==2)r.mag.owner=&foreign;
auto s=r.Inspect();assert(!s->Complete&&s->Magazines==0&&s->Rounds==0&&s->Valid());}
// An exact loaded magazine inside an excluded cargo rifle does not re-admit it.
{Rig r;Item item,magItem;Slot slot,magSlot;Storage deposit;r.gun.item=&item;item.slot=&slot;slot.storage=&deposit;
r.magazine.item=&magItem;magItem.slot=&magSlot;magSlot.muzzle=&r.muzzle;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Magazines==0&&s->Valid());}
// Native manager/FindComponent expose the wrapper and the physical weapon.
// A UAZ's single PKM must be one weapon even when all those paths overlap.
{Rig r;Mount mount;Item item;Slot binding;mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&binding;
binding.mount=&mount;item.slot=&binding;r.gun.item=&item;r.root.weapon=&mount;mount.muzzles=r.weapon.muzzles;
r.manager.weapons={&mount,&r.weapon,&mount};auto s=r.Inspect();
assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1);
assert(mount.reads==0&&r.weapon.reads==1&&r.mag.reads==1);}
// Unknown/foreign/empty/nested/stale slot endpoints never become real guns.
for(int fault=0;fault<11;fault++){Rig r;Entity foreign;Mount mount,other;Item item;Slot binding,stale;
mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&binding;binding.mount=&mount;item.slot=&binding;r.gun.item=&item;
r.root.weapon=&mount;r.manager.weapons={&mount};
if(fault==0)mount.weapon=nullptr;
if(fault==1)mount.weapon=&foreign;
if(fault==2)mount.weapon=&r.root; // nested/self wrapper
if(fault==3)binding.mount=&other;
if(fault==4)item.slot=&stale;
if(fault==5)mount.slot=nullptr;
if(fault==6)r.gun.item=nullptr;
if(fault==7)mount.owner=&foreign;
if(fault==8)r.gun.weapon=nullptr;
if(fault==9){other.owner=&r.gun;r.gun.weapon=&other;} // valid first binding, nested wrapper endpoint
if(fault==10)r.weapon.owner=&foreign; // component found on target belongs elsewhere
auto s=r.Inspect();assert(!s->Complete&&s->Valid()&&s->Weapons<=1&&mount.reads==0&&other.reads==0);}
// Thirty-two genuine installed guns still fit the weapon cap despite wrappers.
{Entity root;Array<Entity> hosts(32),guns(32),mags(32);Array<Weapon> weapons(32);Array<Mount> mounts(32);
Array<Muzzle> muzzles(32);Array<Magazine> magazines(32);Array<Item> items(32);Array<Slot> bindings(32);
root.child=&hosts[0];for(int i=0;i<32;i++){
if(i+1<32)hosts[i].sibling=&hosts[i+1];
hosts[i].child=&guns[i];guns[i].child=&mags[i];hosts[i].weapon=&mounts[i];guns[i].weapon=&weapons[i];
mounts[i].owner=&hosts[i];mounts[i].weapon=&guns[i];mounts[i].slot=&bindings[i];bindings[i].mount=&mounts[i];
items[i].slot=&bindings[i];guns[i].item=&items[i];weapons[i].owner=&guns[i];weapons[i].muzzles={&muzzles[i]};
mounts[i].muzzles=weapons[i].muzzles;muzzles[i].owner=&guns[i];muzzles[i].mag=&magazines[i];magazines[i].owner=&mags[i];}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==32&&s->Muzzles==32&&s->Magazines==32&&s->Rounds==800);}
// Missing/projectile-only magazines and unsupported native values stay incomplete.
for(int kind=0;kind<9;kind++){Rig r;
if(kind==0)r.muzzle.mag=nullptr;
if(kind==1)r.weapon.muzzles={nullptr};
if(kind==2)r.weapon.muzzles={};
if(kind==3)r.muzzle.barrels=0;
if(kind==4)r.muzzle.barrels=33;
if(kind==5)r.mag.rounds=-1;
if(kind==6)r.mag.capacity=0;
if(kind==7)r.mag.capacity=100001;
if(kind==8)r.mag.rounds=101;
auto s=r.Inspect();assert(!s->Complete&&s->Valid());}
{Rig r;r.weapon.muzzles=Array<Muzzle*>(9,&r.muzzle);auto s=r.Inspect();assert(!s->Complete&&s->Muzzles==0&&r.muzzle.reads==0);}
{Rig r;r.manager.weapons=Array<Weapon*>(9,&r.weapon);auto s=r.Inspect();assert(!s->Complete&&s->Weapons==1&&s->Valid());}
// Entity budget also bounds enqueue and cycles, rather than only processed work.
for(int count:{128,129,300}){std::vector<Entity> nodes(count);for(int i=0;i<count-1;i++)nodes[i].child=&nodes[i+1];
auto s=ERR_HQMountedAmmoSampler::Inspect(&nodes[0]);assert(s->Complete==(count==128));assert(s->Valid());
int reads=0;for(auto& e:nodes)reads+=e.reads;assert(reads==128);}
{Entity root,child;root.child=&child;child.sibling=&child;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Valid());}
{Entity root,child;root.child=&child;child.child=&root;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Valid());}
// Maximum weapon and muzzle bounds remain valid detached counts on overflow.
for(int count:{32,33}){Entity root;std::vector<Entity> nodes(count);std::vector<Weapon> weapons(count);
root.child=&nodes[0];for(int i=0;i<count;i++){nodes[i].weapon=&weapons[i];weapons[i].owner=&nodes[i];if(i+1<count)nodes[i].sibling=&nodes[i+1];}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Weapons==32&&s->Valid());}
{Entity root;std::vector<Entity> nodes(18);std::vector<Weapon> weapons(17);std::vector<Muzzle> muzzles(136);Magazine mag;mag.owner=&nodes[17];
root.child=&nodes[0];for(int i=0;i<18;i++){if(i+1<18)nodes[i].sibling=&nodes[i+1];if(i==17)continue;
nodes[i].weapon=&weapons[i];weapons[i].owner=&nodes[i];for(int j=0;j<8;j++){auto& m=muzzles[i*8+j];m.owner=&nodes[i];m.mag=&mag;weapons[i].muzzles.Insert(&m);}}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Muzzles==128&&s->Magazines==1&&s->Chambers==128&&s->Valid());}
{Rig r;Magazine alias;alias.owner=&r.magazine;Muzzle second;second.owner=&r.gun;second.mag=&alias;r.weapon.muzzles.Insert(&second);
auto s=r.Inspect();assert(!s->Complete&&s->Magazines==1&&s->Rounds==25&&alias.reads==0&&s->Valid());}
// Realistic production load: 128 known deposited items plus mounted root,
// gun, loaded magazine and a pruned original crew root exceed128 in total.
// Cargo-first and structure-first traversal both retain the same mounted counts.
for(bool cargoFirst:{false,true}){Rig r;std::vector<Weapon> cargoWeapons(128);std::vector<Entity> cargo(128);std::vector<Item> items(128);std::vector<Slot> slots(128);Storage deposit;
for(int i=0;i<128;i++){cargo[i].weapon=&cargoWeapons[i];cargoWeapons[i].owner=&cargo[i];cargo[i].item=&items[i];items[i].slot=&slots[i];slots[i].storage=&deposit;if(i<127)cargo[i].sibling=&cargo[i+1];}
if(cargoFirst){r.root.child=&cargo[0];cargo.back().sibling=&r.gun;}else{r.crew.sibling=&cargo[0];}
auto snapshot=r.Inspect();assert(snapshot->Complete&&snapshot->Weapons==1&&snapshot->Magazines==1&&snapshot->Rounds==25&&snapshot->Valid());
for(auto& item:cargo){assert(item.reads==0);}for(auto& gun:cargoWeapons){assert(gun.reads==0);}assert(r.weapon.reads==1&&r.carried.reads==0);}
// Independent128 structural/128 cargo limits, in either order and interleaved.
for(int order:{0,1,2})for(int scenario:{0,1,2,3}){
int structures=scenario==1?129:128;int cargoCount=scenario==2||scenario==3?129:(scenario==1?100:128);
if(scenario==2)structures=4;
std::vector<Entity> nodes(structures),cargo(cargoCount);std::vector<Item> items(cargoCount);std::vector<Slot> slots(cargoCount);Storage deposit;std::vector<Entity*> sequence;
for(int i=0;i<cargoCount;i++){cargo[i].item=&items[i];items[i].slot=&slots[i];slots[i].storage=&deposit;}
if(order==0){for(auto& e:cargo)sequence.push_back(&e);for(int i=1;i<structures;i++)sequence.push_back(&nodes[i]);}
if(order==1){for(int i=1;i<structures;i++)sequence.push_back(&nodes[i]);for(auto& e:cargo)sequence.push_back(&e);}
if(order==2){for(int i=0;i<std::max(structures-1,cargoCount);i++){if(i<cargoCount)sequence.push_back(&cargo[i]);if(i+1<structures)sequence.push_back(&nodes[i+1]);}}
nodes[0].child=sequence[0];for(int i=0;i<int(sequence.size())-1;i++)sequence[i]->sibling=sequence[i+1];
auto snapshot=ERR_HQMountedAmmoSampler::Inspect(&nodes[0]);assert(snapshot->Complete==(scenario==0)&&snapshot->Weapons==0&&snapshot->Valid());
int reads=0;for(auto& e:nodes)reads+=e.reads;assert(reads<=128);for(auto& e:cargo)assert(e.reads==0);
}
// Wire validation rejects impossible or malicious counts.
{ERR_HQMountedAmmoSnapshot s;assert(s.Valid());s.Weapons=33;assert(!s.Valid());s.Weapons=1;s.Muzzles=9;assert(!s.Valid());
s.Muzzles=1;s.Magazines=2;assert(!s.Valid());s.Magazines=1;s.Capacity=100001;assert(!s.Valid());s.Capacity=100;s.Rounds=101;assert(!s.Valid());
s.Rounds=25;s.Chambers=33;assert(!s.Valid());s.Chambers=1;s.LowMagazines=2;assert(!s.Valid());s.LowMagazines=1;s.Complete=true;assert(s.Valid());}
}
''')
run(program)
print('PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation')
# WORKBENCH records are opt-in. Re-run every original geometry/count assertion
# in that build too, plus exact failure witnesses from the same traversal.
cases=r'''
// Exact reason64 distinguishes absent item, null slot and differing slot,
// while actual Inspect remains incomplete and retains the same ammunition.
for(int fault=0;fault<3;fault++){
Rig r;Mount mount;Item item;Slot binding,other;Storage storage;storage.purpose=EStoragePurpose::PURPOSE_ATTACHMENT_PROXY;other.storage=&storage;
mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&binding;binding.mount=&mount;binding.attached=&r.gun;
r.manager.weapons={&mount};r.gun.item=fault==0?nullptr:&item;
if(fault==2)item.slot=&other;
other.mount=&mount;other.attached=&r.gun;
ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();
assert(!snap->Complete&&snap->Weapons==1&&snap->Rounds==25&&(d->Reasons&64));
assert(d->Detail.find(fault==0?"item=absent;":"item=present;")!=string::npos);
assert(d->Detail.find(fault==2?"parent=different-binding;":"parent=null;")!=string::npos);
assert(d->Detail.find("binding-attached=exact;")!=string::npos&&d->Detail.find("binding-container=exact-mount;")!=string::npos);
assert(d->Detail.find("mount-owner=allowed;")!=string::npos&&d->Detail.find("mount-prefab=fixture;")!=string::npos);
if(fault==2)assert(d->Detail.find("parent-mount-slot=other-or-null;")!=string::npos);
}
{Rig r;r.weapon.muzzles={};ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();
assert(!snap->Complete&&snap->Weapons==1&&snap->Rounds==0&&(d->Reasons&4096));
assert(d->Detail.find("zero-muzzle-not-proven-placeholder;")!=string::npos&&d->Detail.find("zero-muzzle-slot-evidence:item=absent;parent=null;")!=string::npos);}
''' + r'''
{Rig r;ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(snap->Complete&&d->Reasons==0&&d->Nodes==4&&d->Allowed==3&&d->Managers==1);assert(!ERR_HQMountedAmmoSampler::EndDiagnostic());}
{Entity root;root.child=&root;ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==4&&d->Nodes==1&&d->Allowed==1&&root.reads==1);}
{Entity root;std::vector<Entity> children(128);root.child=&children[0];for(int i=0;i<127;i++)children[i].sibling=&children[i+1];ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==1024&&d->Nodes==129&&d->Allowed==128&&d->Structural==129&&d->Cargo==0&&children[127].reads==0);}
for(int purpose:{-1,0,127}){Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;r.gun.prefab.name="first-gun";if(purpose>=0){slot.storage=&storage;storage.purpose=purpose;}ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&(d->Reasons&2)&&(d->Reasons&16)&&d->FirstPrefab=="first-gun"&&d->FirstPurpose==purpose&&d->Detail.find("ambiguous-storage;")!=string::npos);}
{Entity root;Manager manager;root.manager=&manager;manager.weapons.resize(9,nullptr);ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==512&&d->Managers==1&&manager.reads==1);}
{Rig r;Mount mount;mount.owner=&r.root;r.manager.weapons={&mount};ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&(d->Reasons&32));}
{ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(nullptr);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==1&&d->Nodes==0&&d->Allowed==0);}
'''
cases+=r'''
for(int which:{0,1}){Entity root;int cargoCount=which==0?129:256;std::vector<Entity> cargo(cargoCount);std::vector<Item> items(cargoCount);std::vector<Slot> slots(cargoCount);Storage storage;root.child=&cargo[0];
for(int i=0;i<cargoCount;i++){cargo[i].item=&items[i];items[i].slot=&slots[i];slots[i].storage=&storage;if(i+1<cargoCount)cargo[i].sibling=&cargo[i+1];}
ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snapshot=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snapshot->Complete&&d->Cargo==129&&d->Structural==1&&(d->Reasons&2048));
if(which==0){assert(d->Nodes==130&&!(d->Reasons&8));}else{assert(d->Nodes==256&&(d->Reasons&8));}}
'''
run('#define WORKBENCH\n'+program.replace('int main(){','int main(){'+cases))
print('PASS: WORKBENCH opt-in diagnostics distinguish cycles/cap/storage/manager/mount failures without repeated native traversal')
@@ -0,0 +1,87 @@
"""Actual probe state machine/counters; menu, actor and invoker boundaries doubled."""
import ast,os,re
from pathlib import Path
from types import SimpleNamespace
from policy_harness import ROOT,body,run
BASE=Path(os.environ.get('ERR_INVENTORY_PROBE_ROOT',ROOT))
p=Path(os.environ.get('ERR_NATIVE_INVENTORY_SOURCE',BASE/'addons/core/Scripts/Game/ERR/00_Core/ERR_NativeInventoryHitZoneProbe.c'))
s=p.read_text()
assert s.startswith('#ifdef WORKBENCH') and s.rstrip().endswith('#endif')
for forbidden in ['SetHealth(', 'FullHeal(', 'ForceUnconsciousness(', 'SetOrigin(', 'CreateWidgets(', 'InputManager', 'ERR_ClearHitZoneCallbacks(']: assert forbidden not in s
assert 'super.UpdateHitZoneState(hz, updateAttachmentStorage);' in s
assert 'm_Menu.InspectItem(null);' in s and 'm_Deadline = System.GetTickCount() + 30000' in s
assert 'out array<ref SCR_InventoryHitZonePointContainerUI> points' in s
def cpp(s):
for a,b in [('protected override ',''),('protected ',''),('override ',''),('super.UpdateHitZoneState','Native::UpdateHitZoneState'),('ERR_NativeInventoryHitZoneProbe','Probe'),('SCR_InventoryHitZonePointContainerUI','Point'),('SCR_CharacterDamageManagerComponent','Damage'),('SCR_InventoryStorageManagerComponent','Inventory'),('SCR_CharacterBloodHitZone','Zone'),('SCR_HitZone','Zone'),('ERR_GameMode','Mode'),('SCR_PlayerController','Controller'),('SCR_InventoryMenuUI','Menu'),('MenuBase','Menu'),('IEntity','Actor*'),('string ','string '),('null','nullptr'),('foreach (','for ('),('ref ',''),('array<Point> seen = {};','Array<Point*> seen;')]:s=s.replace(a,b)
for name in ['mode','damage','point','updated','detached','oldPoint']:
s=re.sub(r'\b'+name+r'\.',name+'->',s)
for name in ['m_Mode','m_Controller','m_Actor','m_Inventory','m_Blood','m_Menu']:s=s.replace(name+'.',name+'->')
for cls in ['Probe','Mode','Controller','Damage','Inventory','Menu','System','Replication','ERR_Actors','ChimeraMenuPreset']:s=s.replace(cls+'.',cls+'::')
for cls,var in [('Mode','mode'),('Zone','hz'),('Zone','blood'),('Point','point'),('Point','updated'),('Point','detached'),('Point','oldPoint'),('Menu','current'),('Damage','damage')]:s=s.replace(cls+' '+var,cls+'* '+var)
s=s.replace('GetGame().','GetGame()->').replace('GetMenuManager().','GetMenuManager()->').replace('Players().','Players()->').replace('GetOnDamageStateChanged(false).','GetOnDamageStateChanged(false)->')
s=s.replace('FindComponent(Inventory)','FindComponent(1)').replace('FindComponent(Damage)','FindComponent(2)')
s=s.replace('Print("ERR SMOKE FAIL: inventory hitzone " + detail, LogLevel.ERROR);','Print("ERR SMOKE FAIL: inventory hitzone " + detail);')
return s
point='\n'.join(cpp(body(p,sig)) for sig in ['protected override void UpdateHitZoneState(','bool ERR_HitZoneProbeWatch(','bool ERR_HitZoneProbeOnce(','bool ERR_HitZoneProbeDetached(','void ERR_HitZoneProbeStop('])
probe='\n'.join(cpp(body(p,sig)) for sig in ['void ERR_NativeInventoryHitZoneProbe(','protected bool Check(','protected bool Context(','protected bool OwnsMenu(','protected bool UnchangedHealth(','int Tick(','void Stop('])
probe=probe.replace('void Probe(', 'Probe(')
run(r'''
#include <cassert>
#include <string>
#include <vector>
#include <algorithm>
#include <functional>
using string=std::string;template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;void Clear(){this->clear();}void Insert(T x){this->push_back(x);}bool Contains(T x){return std::find(this->begin(),this->end(),x)!=this->end();}bool IsEmpty(){return this->empty();}};
struct Actor;struct Mode;struct Point;struct Menu;struct Probe{static bool Enabled(){return enabled;}static inline bool enabled=true;};
namespace System{int now=0;int GetTickCount(){return now;}}
namespace ChimeraMenuPreset{int Inventory20Menu=1;}
void Print(string){}
struct Event{std::function<void()>fire;int calls=0;void Invoke(void*){calls++;if(fire)fire();}};
struct Zone{float health=100;Event event;float GetHealth(){return health;}Event*GetOnDamageStateChanged(bool create){assert(!create);return &event;}};
struct Damage{Zone*blood;Zone*GetBloodHitZone(){return blood;}static Damage*Cast(void*p){return static_cast<Damage*>(p);}};
struct Inventory{int opens=0;std::function<void()>opening;void OpenInventory(){opens++;if(opening)opening();}static Inventory*Cast(void*p){return static_cast<Inventory*>(p);}};
struct Actor{Inventory*inventory;Damage*damage;bool fit=true;void*FindComponent(int n){return n==1?static_cast<void*>(inventory):static_cast<void*>(damage);}};
namespace ERR_Actors{bool CanFight(Actor*a){return a&&a->fit;}}
struct Controller{Actor*actor;Actor*GetControlledEntity(){return actor;}static Controller*Cast(Controller*p){return p;}};
struct Roster{Actor*actor;bool CurrentActor(Actor*a){return a==actor;}};
struct Mode{static inline Mode*current=nullptr;Roster roster;bool active=true;static Mode*Get(){return current;}bool Active(){return active;}Roster*Players(){return &roster;}};
struct Native{int updates=0;void UpdateHitZoneState(Zone*,bool){updates++;}};
struct Point:Native{Zone*m_ERRProbeBlood=nullptr;int m_ERRProbeUpdates=0;bool m_ERRProbeFalseRefresh=false;Mode*m_ERRHitZoneMode=nullptr;Array<Zone*>m_ERRHitZoneSources;
POINT
};
struct Menu{Array<Point*>points;Actor*actor=nullptr;bool ready=true;int inspect=0;bool ERR_HitZoneProbeReady(Actor*a){return ready&&actor==a;}void InspectItem(void*){inspect++;}bool ERR_HitZoneProbePoints(Array<Point*>&out){out=points;return points.size()==7;}static Menu*Cast(Menu*m){return m;}};
struct Manager{Menu*current=nullptr;bool foreignTop=false,accept=true;int closes=0;void*GetTopMenu(){return foreignTop||current?this:nullptr;}Menu*FindMenuByPreset(int){return current;}bool CloseMenu(Menu*m){assert(m==current);closes++;return accept;}};
struct Game{Controller*controller;Manager manager;Controller*GetPlayerController(){return controller;}Manager*GetMenuManager(){return &manager;}};Game*game=nullptr;Game*GetGame(){return game;}
struct Actual:Probe{Mode*m_Mode;Controller*m_Controller;Actor*m_Actor;Inventory*m_Inventory=nullptr;Zone*m_Blood=nullptr;Menu*m_Menu=nullptr;Array<Point*>m_Points;int m_Deadline=0,m_Stage=0,m_Result=0;bool m_Stopped=false,m_CloseRequested=false;float m_Health=0;
PROBE
};
struct Fixture{Zone blood;Damage damage{&blood};Inventory inventory;Actor actor{&inventory,&damage};Controller controller{&actor};Mode mode;Game world{&controller,{}};Menu menu;Point points[7];Fixture(){System::now=0;Probe::enabled=true;game=&world;Mode::current=&mode;mode.roster.actor=&actor;menu.actor=&actor;inventory.opening=[&](){world.manager.current=&menu;};for(auto&p:points){p.m_ERRHitZoneMode=&mode;p.m_ERRHitZoneSources.Insert(&blood);menu.points.Insert(&p);}blood.event.fire=[&](){for(auto&p:points)if(!p.m_ERRHitZoneSources.IsEmpty())p.UpdateHitZoneState(&blood,true);};}
void Close(){world.manager.current=nullptr;for(auto&p:points){p.m_ERRHitZoneMode=nullptr;p.m_ERRHitZoneSources.Clear();}}
};
int main(){
{Fixture f;Actual p(&f.mode,&f.actor);assert(p.Tick(0)==0&&f.inventory.opens==1);assert(p.Tick(0)==0&&f.menu.inspect==1);assert(p.Tick(0)==0&&f.blood.event.calls==1&&f.world.manager.closes==1);assert(p.Tick(0)==0&&f.world.manager.closes==1);f.Close();assert(p.Tick(0)==1&&f.blood.event.calls==2&&f.blood.health==100);assert(p.Tick(0)==1);for(auto&x:f.points)assert(x.updates==1);}
{Fixture f;Actual p(&f.mode,&f.actor);f.world.manager.foreignTop=true;assert(p.Tick(0)==-1&&f.inventory.opens==0&&f.world.manager.closes==0);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);f.menu.ready=false;assert(p.Tick(0)==0&&f.menu.inspect==0);System::now=30000;assert(p.Tick(0)==-1&&f.world.manager.closes==1);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);p.Tick(0);f.menu.points.pop_back();assert(p.Tick(0)==0&&f.blood.event.calls==0);p.Stop();assert(f.world.manager.closes==1);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);p.Tick(0);f.menu.points[6]=f.menu.points[0];assert(p.Tick(0)==-1&&f.blood.event.calls==0);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);p.Tick(0);f.blood.event.fire=[&](){for(auto&x:f.points)x.UpdateHitZoneState(&f.blood,false);};assert(p.Tick(0)==-1);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);p.Tick(0);p.Tick(0);f.world.manager.current=nullptr;assert(p.Tick(0)==-1);}// missing real detach
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);p.Tick(0);p.Tick(0);f.Close();f.blood.event.fire=[&](){f.points[0].UpdateHitZoneState(&f.blood,true);};assert(p.Tick(0)==-1);}// late retained callback
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);p.Tick(0);f.world.manager.accept=false;assert(p.Tick(0)==-1&&f.world.manager.closes==2);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);f.blood.health=99;assert(p.Tick(0)==-1);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);Menu foreign;f.world.manager.current=&foreign;assert(p.Tick(0)==-1&&f.world.manager.closes==0);}
{Fixture f;Actual p(&f.mode,&f.actor);p.Tick(0);Controller replacement{&f.actor};f.world.controller=&replacement;assert(p.Tick(0)==-1);}
{Fixture f;Actual p(&f.mode,&f.actor);Probe::enabled=false;assert(p.Tick(0)==-1&&f.inventory.opens==0);}
}
'''.replace('POINT',point).replace('PROBE',probe.replace('Probe(', 'Actual(')))
base=(BASE/'addons/core/Scripts/Game/ERR/00_Core/ERR_NativeBaseSmoke.c').read_text()
assert 'm_ERRInventoryHitZoneProbe.Tick(now)' in base and 'm_ERRInventoryHitZoneProbe.Stop()' in base
assert 'current == ERR_Phase.DEFEAT && m_ERRBaseStep == 2102' in base
assert 'if (result == 1) { m_ERRBaseStep = 2102; Transition(ERR_Phase.DEFEAT); }' in base
runner=(BASE/'tools/headless_workbench.py').read_text();tree=ast.parse(runner)
node=next(n for n in tree.body if isinstance(n,ast.If) and "a.smoke == 'inventory-hitzone'" in ast.unparse(n.test))
for project,rounds,timeout,bad in [('core',1,240,False),('chat',1,240,True),('core',2,240,True),('core',1,239,True)]:
assert eval(compile(ast.Expression(node.test),'<selector>','eval'),{'a':SimpleNamespace(smoke='inventory-hitzone',project=project,rounds=rounds,timeout=timeout)})==bad
assert runner.count("'inventory-hitzone'")>=3
print('PASS: actual native-probe lifecycle/counters with doubled boundaries; fixed deadline, exact seven sources, true forwarding, async close, no late updates and selector wiring')