Expose gameplay workload budget surface

This commit is contained in:
axiomlogicnexus 2026-05-08 00:22:33 +02:00
parent 53bb7ab349
commit 6db9557751
9 changed files with 417 additions and 2 deletions

View file

@ -6169,3 +6169,135 @@ UHyperTwistTrainingCoachLibrary::DeriveCoachFocusProvenanceSurface(
return Surface;
}
FHyperTwistTrainingCoachWorkloadBudgetSurface
UHyperTwistTrainingCoachLibrary::DeriveCoachWorkloadBudgetSurface(
const FHyperTwistTrainingCoachPanelState& PanelState,
const FHyperTwistTrainingCoachQueueRecoveryPostureSurface& QueueRecoveryPostureSurface,
const FHyperTwistTrainingCoachHandoffContinuationSurface& HandoffContinuationSurface,
const FHyperTwistTrainingCoachFocusProvenanceSurface& FocusProvenanceSurface
)
{
FHyperTwistTrainingCoachWorkloadBudgetSurface Surface;
Surface.Headline = TEXT("Coach Workload");
Surface.SignalCount = FMath::Max(PanelState.SignalCount, 0);
Surface.FocusCaseCount = FMath::Max(PanelState.FocusCaseCount, 0);
Surface.SuggestedLaunchCaseBudget = FMath::Max(PanelState.SuggestedLaunchCaseBudget, 0);
Surface.TotalQueueEntryCount = FMath::Max(PanelState.TotalQueueEntryCount, 0);
Surface.ReadyQueueEntryCount = FMath::Max(PanelState.ReadyQueueEntryCount, 0);
Surface.DeferredQueueEntryCount = FMath::Max(PanelState.DeferredQueueEntryCount, 0);
Surface.FollowUpQueueEntryCount = FMath::Max(PanelState.FollowUpQueueEntryCount, 0);
Surface.PressureScore = FMath::Max(QueueRecoveryPostureSurface.PressureScore, 0.0f);
Surface.ContinuationKind = HandoffContinuationSurface.ContinuationKind;
Surface.QueuePostureKind = QueueRecoveryPostureSurface.PostureKind;
Surface.bHasFocusPressure = Surface.SignalCount > 0 || Surface.FocusCaseCount > 0;
Surface.bHasQueueLoad = Surface.TotalQueueEntryCount > 0
|| Surface.ReadyQueueEntryCount > 0
|| Surface.DeferredQueueEntryCount > 0
|| Surface.FollowUpQueueEntryCount > 0;
Surface.bHasLaunchBudget = Surface.SuggestedLaunchCaseBudget > 0
|| !PanelState.LaunchBudgetReasonLine.IsEmpty();
Surface.bHasQueuePressure = QueueRecoveryPostureSurface.bHasRecoveryPressure
|| QueueRecoveryPostureSurface.PostureKind
!= EHyperTwistTrainingCoachQueuePostureKind::None
|| Surface.PressureScore > 0.0f;
const FString ContinuationKindLabel =
HyperTwistTrainingCoachLibraryInternal::DescribeCoachHandoffKind(
Surface.ContinuationKind
);
const FString QueuePostureLabel =
HyperTwistTrainingCoachLibraryInternal::DescribeCoachQueuePostureKind(
Surface.QueuePostureKind
);
Surface.StatusLine = FString::Printf(
TEXT("Workload: %d signals across %d focus cases | Queue: %d total (%d ready, %d deferred, %d follow-up) | Continuation: %s"),
Surface.SignalCount,
Surface.FocusCaseCount,
Surface.TotalQueueEntryCount,
Surface.ReadyQueueEntryCount,
Surface.DeferredQueueEntryCount,
Surface.FollowUpQueueEntryCount,
*ContinuationKindLabel
);
if (Surface.SuggestedLaunchCaseBudget > 0)
{
Surface.StatusLine += FString::Printf(
TEXT(" | Launch cases: %d"),
Surface.SuggestedLaunchCaseBudget
);
}
if (Surface.bHasQueuePressure)
{
Surface.StatusLine += FString::Printf(
TEXT(" | Pressure: %.2f"),
Surface.PressureScore
);
}
Surface.FocusPressureLine = FString::Printf(
TEXT("Focus: %d signals | Cases: %d%s"),
Surface.SignalCount,
Surface.FocusCaseCount,
Surface.SuggestedLaunchCaseBudget > 0
? *FString::Printf(
TEXT(" | Launch cases: %d"),
Surface.SuggestedLaunchCaseBudget)
: TEXT("")
);
Surface.QueueLoadLine = !PanelState.QueueStatusLine.IsEmpty()
? PanelState.QueueStatusLine
: FString::Printf(
TEXT("Queue: %d total, %d ready, %d deferred"),
Surface.TotalQueueEntryCount,
Surface.ReadyQueueEntryCount,
Surface.DeferredQueueEntryCount
);
Surface.QueueLoadLine += FString::Printf(
TEXT(" | Follow-up entries: %d"),
Surface.FollowUpQueueEntryCount
);
Surface.BudgetLine = Surface.SuggestedLaunchCaseBudget > 0
? FString::Printf(
TEXT("Launch budget: %d cases"),
Surface.SuggestedLaunchCaseBudget
)
: TEXT("Launch budget: no explicit case budget");
if (!FocusProvenanceSurface.LaunchBudgetSourceDescription.IsEmpty()
&& FocusProvenanceSurface.LaunchBudgetSourceDescription != TEXT("n/a"))
{
Surface.BudgetLine += FString::Printf(
TEXT(" | Source: %s"),
*FocusProvenanceSurface.LaunchBudgetSourceDescription
);
}
if (!PanelState.LaunchBudgetReasonLine.IsEmpty())
{
Surface.BudgetLine += FString::Printf(
TEXT(" | Reason: %s"),
*PanelState.LaunchBudgetReasonLine
);
}
Surface.DetailLine = FString::Printf(
TEXT("Queue posture: %s | Focus summary: %s | Queue status: %s | Continuation status: %s | Queue recovery: %s"),
*QueuePostureLabel,
FocusProvenanceSurface.FocusSummaryLine.IsEmpty()
? TEXT("n/a")
: *FocusProvenanceSurface.FocusSummaryLine,
PanelState.QueueStatusLine.IsEmpty()
? TEXT("n/a")
: *PanelState.QueueStatusLine,
HandoffContinuationSurface.StatusLine.IsEmpty()
? TEXT("n/a")
: *HandoffContinuationSurface.StatusLine,
QueueRecoveryPostureSurface.StatusLine.IsEmpty()
? TEXT("n/a")
: *QueueRecoveryPostureSurface.StatusLine
);
return Surface;
}

View file

@ -521,6 +521,44 @@ UHyperTwistTrainingPanelWidget::GetDisplayedCoachFocusProvenanceSurface() const
);
}
FHyperTwistTrainingCoachWorkloadBudgetSurface
UHyperTwistTrainingPanelWidget::GetDisplayedCoachWorkloadBudgetSurface() const
{
const FHyperTwistTrainingCoachPrimaryActionSurface PrimaryActionSurface =
GetDisplayedPrimaryCoachActionSurface();
const FHyperTwistTrainingCoachQueueControlSurface QueueControlSurface =
GetDisplayedCoachQueueControlSurface();
const FHyperTwistTrainingCoachQueueRecoveryPostureSurface QueueRecoveryPostureSurface =
UHyperTwistTrainingCoachLibrary::DeriveCoachQueueRecoveryPostureSurface(
CachedCoachSchedulePolicySummary,
CachedCoachQueueExecutionSummary,
CachedCoachPanelState,
PrimaryActionSurface,
QueueControlSurface
);
const FHyperTwistTrainingCoachHandoffContinuationSurface HandoffContinuationSurface =
UHyperTwistTrainingCoachLibrary::DeriveCoachHandoffContinuationSurface(
CachedCoachPanelState,
PrimaryActionSurface,
QueueControlSurface,
QueueRecoveryPostureSurface
);
const FHyperTwistTrainingCoachFocusProvenanceSurface FocusProvenanceSurface =
UHyperTwistTrainingCoachLibrary::DeriveCoachFocusProvenanceSurface(
CachedCoachPanelState,
PrimaryActionSurface,
QueueControlSurface,
QueueRecoveryPostureSurface,
HandoffContinuationSurface
);
return UHyperTwistTrainingCoachLibrary::DeriveCoachWorkloadBudgetSurface(
CachedCoachPanelState,
QueueRecoveryPostureSurface,
HandoffContinuationSurface,
FocusProvenanceSurface
);
}
FHyperTwistTrainingRunState UHyperTwistTrainingPanelWidget::StartCoachRecommendedRun(
const int32 MaxCases,
const FString& StartActionSourceLabel

View file

@ -502,6 +502,44 @@ AHyperTwistTrainingSessionActor::GetDisplayedCoachFocusProvenanceSurface() const
);
}
FHyperTwistTrainingCoachWorkloadBudgetSurface
AHyperTwistTrainingSessionActor::GetDisplayedCoachWorkloadBudgetSurface() const
{
const FHyperTwistTrainingCoachPrimaryActionSurface PrimaryActionSurface =
GetDisplayedPrimaryCoachActionSurface();
const FHyperTwistTrainingCoachQueueControlSurface QueueControlSurface =
GetDisplayedCoachQueueControlSurface();
const FHyperTwistTrainingCoachQueueRecoveryPostureSurface QueueRecoveryPostureSurface =
UHyperTwistTrainingCoachLibrary::DeriveCoachQueueRecoveryPostureSurface(
CachedCoachSchedulePolicySummary,
CachedCoachQueueExecutionSummary,
CachedCoachPanelState,
PrimaryActionSurface,
QueueControlSurface
);
const FHyperTwistTrainingCoachHandoffContinuationSurface HandoffContinuationSurface =
UHyperTwistTrainingCoachLibrary::DeriveCoachHandoffContinuationSurface(
CachedCoachPanelState,
PrimaryActionSurface,
QueueControlSurface,
QueueRecoveryPostureSurface
);
const FHyperTwistTrainingCoachFocusProvenanceSurface FocusProvenanceSurface =
UHyperTwistTrainingCoachLibrary::DeriveCoachFocusProvenanceSurface(
CachedCoachPanelState,
PrimaryActionSurface,
QueueControlSurface,
QueueRecoveryPostureSurface,
HandoffContinuationSurface
);
return UHyperTwistTrainingCoachLibrary::DeriveCoachWorkloadBudgetSurface(
CachedCoachPanelState,
QueueRecoveryPostureSurface,
HandoffContinuationSurface,
FocusProvenanceSurface
);
}
FHyperTwistTrainingRunState AHyperTwistTrainingSessionActor::StartCoachRecommendedTrainingRun(
const int32 MaxCases
)

View file

@ -629,4 +629,13 @@ public:
const FHyperTwistTrainingCoachQueueRecoveryPostureSurface& QueueRecoveryPostureSurface,
const FHyperTwistTrainingCoachHandoffContinuationSurface& HandoffContinuationSurface
);
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach")
static FHyperTwistTrainingCoachWorkloadBudgetSurface
DeriveCoachWorkloadBudgetSurface(
const FHyperTwistTrainingCoachPanelState& PanelState,
const FHyperTwistTrainingCoachQueueRecoveryPostureSurface& QueueRecoveryPostureSurface,
const FHyperTwistTrainingCoachHandoffContinuationSurface& HandoffContinuationSurface,
const FHyperTwistTrainingCoachFocusProvenanceSurface& FocusProvenanceSurface
);
};

View file

@ -232,6 +232,10 @@ public:
FHyperTwistTrainingCoachFocusProvenanceSurface
GetDisplayedCoachFocusProvenanceSurface() const;
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach")
FHyperTwistTrainingCoachWorkloadBudgetSurface
GetDisplayedCoachWorkloadBudgetSurface() const;
UFUNCTION(BlueprintCallable, Category = "HyperTwist|Training|Coach")
FHyperTwistTrainingRunState StartCoachRecommendedRun(
int32 MaxCases,

View file

@ -213,6 +213,10 @@ public:
FHyperTwistTrainingCoachFocusProvenanceSurface
GetDisplayedCoachFocusProvenanceSurface() const;
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach")
FHyperTwistTrainingCoachWorkloadBudgetSurface
GetDisplayedCoachWorkloadBudgetSurface() const;
UFUNCTION(BlueprintCallable, Category = "HyperTwist|Training|Coach")
FHyperTwistTrainingRunState StartCoachRecommendedTrainingRun(int32 MaxCases);

View file

@ -8093,3 +8093,80 @@ struct FHyperTwistTrainingCoachFocusProvenanceSurface
|| bHasUpstreamProvenance;
}
};
USTRUCT(BlueprintType)
struct FHyperTwistTrainingCoachWorkloadBudgetSurface
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
FString Headline;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
FString StatusLine;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
FString FocusPressureLine;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
FString QueueLoadLine;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
FString BudgetLine;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
FString DetailLine;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 SignalCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 FocusCaseCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 SuggestedLaunchCaseBudget = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 TotalQueueEntryCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 ReadyQueueEntryCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 DeferredQueueEntryCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
int32 FollowUpQueueEntryCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
float PressureScore = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
EHyperTwistTrainingCoachHandoffKind ContinuationKind =
EHyperTwistTrainingCoachHandoffKind::None;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
EHyperTwistTrainingCoachQueuePostureKind QueuePostureKind =
EHyperTwistTrainingCoachQueuePostureKind::None;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
bool bHasFocusPressure = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
bool bHasQueueLoad = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
bool bHasLaunchBudget = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HyperTwist")
bool bHasQueuePressure = false;
bool IsStructurallyValid() const
{
return !StatusLine.IsEmpty()
|| !BudgetLine.IsEmpty()
|| bHasFocusPressure
|| bHasQueueLoad
|| bHasLaunchBudget;
}
};

View file

@ -68,8 +68,8 @@ Current correction call from the source-exposed audit and current execution refr
- the imported generated-mode gap is closed; request/config/selection plumbing and the bounded clean-room executor are already landed in first-party code
- the latest landed bounded `Phase 4` packet closes the retained-idle comparison/outcome actionability gap at the end of the recognition-assisted coach-to-review continuity lane, and the final retained-surface confirmation pass now leaves that closure lane functionally complete
- the retained idle widget surface now keeps retained comparison and decision history inspectable without continuing to advertise live launch or guidance-outcome actions once the coach-to-review loop has already collapsed to truthful closed-loop idle
- the latest landed bounded `Phase 4` packet stays on that same gameplay-facing consumer lane and adds one thin coach focus/provenance summary surface over the already-landed primary CTA, secondary queue-control, queue-recovery posture, and handoff-continuation surfaces, so gameplay/Blueprint callers can render the active coach target and upstream recommendation provenance without reading raw focus ids or source-label strings directly
- the current next bounded packet is to expose one thin coach workload/budget summary surface on those same two consumer surfaces so gameplay/Blueprint callers can render launch case budget, queue load, and focus pressure without reading raw count and budget fields directly
- the latest landed bounded `Phase 4` packet stays on that same gameplay-facing consumer lane and adds one thin coach workload/budget summary surface over the already-landed primary CTA, secondary queue-control, queue-recovery posture, handoff-continuation, and focus/provenance surfaces, so gameplay/Blueprint callers can render launch case budget, queue load, and focus pressure without reading raw count and budget fields directly
- the current next bounded packet is to expose one thin coach readiness/eligibility summary surface on those same two consumer surfaces so gameplay/Blueprint callers can render what is actionable now, what is blocked, and why without reading raw booleans or suppression strings directly
- the current execution-discipline rule that broad refactor / monolith-splitting work should not interrupt the active bounded roadmap packet unless structure is actually blocking it
## Current execution-reality references

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@ -0,0 +1,113 @@
# HyperTwist Phase 4 gameplay workload/budget surface packet
Created on `2026-05-08`
Status:
- first-party HyperTwist packet
- bounded Phase `4` gameplay-facing consumer slice
## Purpose
This packet closes the next thin gameplay-facing consumer seam above the panel-widget and session-actor coach helpers by exposing one pure workload/budget summary surface over the already-landed primary coach CTA, queue-control, queue-recovery posture, handoff-continuation, and focus/provenance surfaces.
The open tasks were:
- stop forcing gameplay / Blueprint callers to read raw focus-case counts, signal counts, launch-budget counts, queue-entry counts, and pressure scores just to explain current coach workload
- expose one thin first-party workload/budget surface that summarizes focus pressure, queue load, launch-case budget, and live continuation / queue-pressure posture
- keep that surface derived from already-cached gameplay consumer state instead of widening into dashboard-only retained analytics or backend scheduling policy
It is not:
- a new coach scheduling or launch-budget policy packet
- a queue recovery selection-policy packet
- a dashboard workload migration
- a broader gameplay HUD composition pass
## Scope
Bounded lane:
- add a first-party workload/budget surface in shared training types
- add a coach-library helper that derives the surface from panel state, the displayed queue-recovery posture surface, the displayed handoff-continuation surface, and the displayed focus/provenance surface
- expose that derived workload/budget surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the derivation presentation-only and rooted in already-cached gameplay consumer state
Out of scope:
- changing coach continuation branch order
- changing queue recovery or launch-budget policy
- importing dashboard-only retained workload analytics into gameplay consumers
- widening into higher-level gameplay UI composition in the same packet
## Why this was the right next packet
Before this slice:
- gameplay-facing panel/session consumers already exposed truthful primary CTA, queue-control, queue-recovery posture, handoff-continuation, and focus/provenance surfaces
But one thin consumer seam was still open:
- callers could bind actions, explain continuation, and narrate focus/provenance
- but they still had to inspect raw counts and budget fields to explain how much work was live, how much queue load remained, and why a given launch-case budget existed
That meant:
- action binding was thin
- continuation and provenance explanation were thin
- but workload and budget explanation still leaked raw panel-state values into callers
So the next bounded move was:
- keep the already-landed action, posture, continuation, and provenance surfaces unchanged
- and expose one narrow workload/budget summary surface above them
## What landed
Primary code changes:
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
- added `FHyperTwistTrainingCoachWorkloadBudgetSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
- added `DeriveCoachWorkloadBudgetSurface(...)`
- workload/budget is derived from existing panel-state, queue-recovery posture, handoff-continuation, and focus/provenance inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
- added `GetDisplayedCoachWorkloadBudgetSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
- added `GetDisplayedCoachWorkloadBudgetSurface()`
## Product effect
The gameplay-facing coach consumer layer is now more complete:
- gameplay / Blueprint callers can read one pure surface to describe focus pressure, queue load, launch-case budget, and live queue-pressure posture
- callers no longer need to inspect raw count fields, launch-budget fields, or queue-status fragments just to render workload narration
- the surface stays aligned with the already-landed primary CTA, queue-control, queue-recovery posture, handoff-continuation, and focus/provenance surfaces without importing dashboard-only retained workload analytics
## Acceptance criteria
- shared training types expose a narrow workload/budget surface
- coach-library derivation consumes already-cached gameplay consumer state rather than adding new runtime fetches
- panel-widget callers can fetch the displayed workload/budget surface directly
- session-actor callers can fetch the displayed workload/budget surface directly
- full product build succeeds
## Validation checklist
1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new workload/budget surface compiles in shared types and coach library
3. confirm panel-widget getters compile and return the derived workload/budget surface
4. confirm session-actor getters compile and return the derived workload/budget surface
5. confirm no backend continuity or dashboard-only retained analytics work was pulled into the packet
## Validation result
- full `Development Editor|Win64` build succeeded on `2026-05-08`
- build completed with `0` warnings and `0` errors
## Next bounded follow-on slice
- stay on the same gameplay-facing consumer lane and expose one thin coach readiness/eligibility summary surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render what is actionable now, what is blocked, and why without reading raw booleans or suppression strings directly