Expose runtime selector split-phase audit and roster inspect

This commit is contained in:
axiomlogicnexus 2026-05-09 16:43:32 +02:00
parent da91fba447
commit cc4e9ddcb9
4 changed files with 174 additions and 2 deletions

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@ -2085,6 +2085,102 @@ UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOp
return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface();
}
FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface
UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface(
UObject* WorldContextObject,
const FString& SelectorId
)
{
if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))
{
const FHyperTwistTrainingRunState RunState = TrainingSubsystem->GetActiveRunState();
const FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface OptionMenuSurface =
GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
WorldContextObject,
SelectorId
);
const FHyperTwistTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface
OptionLaunchRequestPreviewSurface =
GetActiveTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface(
WorldContextObject,
SelectorId
);
return UHyperTwistTrainingCoachLibrary::
DeriveCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface(
RunState,
SelectorId,
OptionMenuSurface,
OptionLaunchRequestPreviewSurface
);
}
return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface();
}
FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface
UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface(
UObject* WorldContextObject,
const FString& SelectorId
)
{
if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))
{
const FHyperTwistTrainingRunState RunState = TrainingSubsystem->GetActiveRunState();
const FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface OptionMenuSurface =
GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
WorldContextObject,
SelectorId
);
const FHyperTwistTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface
OptionLaunchRequestPreviewSurface =
GetActiveTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface(
WorldContextObject,
SelectorId
);
return UHyperTwistTrainingCoachLibrary::
DeriveCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface(
RunState,
SelectorId,
OptionMenuSurface,
OptionLaunchRequestPreviewSurface
);
}
return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface();
}
FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface
UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface(
UObject* WorldContextObject,
const FString& SelectorId
)
{
if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))
{
const FHyperTwistTrainingRunState RunState = TrainingSubsystem->GetActiveRunState();
const FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface OptionMenuSurface =
GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
WorldContextObject,
SelectorId
);
const FHyperTwistTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface
OptionLaunchRequestPreviewSurface =
GetActiveTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface(
WorldContextObject,
SelectorId
);
return UHyperTwistTrainingCoachLibrary::
DeriveCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface(
RunState,
SelectorId,
OptionMenuSurface,
OptionLaunchRequestPreviewSurface
);
}
return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface();
}
TArray<FHyperTwistTrainingMethodSegment> UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingLearnerMethodSegments(UObject* WorldContextObject)
{
if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))

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@ -503,6 +503,27 @@ public:
const FString& SelectorId
);
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach", meta = (WorldContext = "WorldContextObject"))
static FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface
GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface(
UObject* WorldContextObject,
const FString& SelectorId
);
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach", meta = (WorldContext = "WorldContextObject"))
static FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface
GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface(
UObject* WorldContextObject,
const FString& SelectorId
);
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach", meta = (WorldContext = "WorldContextObject"))
static FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface
GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface(
UObject* WorldContextObject,
const FString& SelectorId
);
UFUNCTION(BlueprintPure, Category = "HyperTwist|Training", meta = (WorldContext = "WorldContextObject"))
static TArray<FHyperTwistTrainingMethodSegment> GetActiveTrainingLearnerMethodSegments(UObject* WorldContextObject);

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@ -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 deliberate `UHyperTwistTrainingRuntimeLibrary` world-context consumer lane and adds active generated-mode selector option owned-execution split-phase current-selection canonical inspect and current-selection survivor-phase-roster inspect surfaces over the already-landed selector option launch-request preview surface plus active run state, so gameplay/Blueprint callers can inspect the current retained normalized phase selection and the surviving retained phase roster for one selector option without reading raw split-phase rows or inspect derivation details directly
- the current next bounded packet should stay on that same runtime-library consumer lane only if a real world-context gameplay or Blueprint caller still needs one more thin derived coach/generated-mode display contract or displayed-action convenience helper over already-cached state; inside that lane the next aligned move is the runtime-library generated-mode selector option owned-execution split-phase current-selection dropped-row audit, phase-id fallback roster, and explicit-label roster inspect trio, otherwise choose the next roadmap lane deliberately instead of extending runtime-consumer widening by drift
- the latest landed bounded `Phase 4` packet stays on that same deliberate `UHyperTwistTrainingRuntimeLibrary` world-context consumer lane and adds active generated-mode selector option owned-execution split-phase current-selection dropped-row audit, phase-id fallback roster, and explicit-label roster inspect surfaces over the already-landed selector option launch-request preview surface plus active run state, so gameplay/Blueprint callers can inspect dropped retained rows, phase-id fallback coverage, and explicit-label coverage for one selector option without reading raw split-phase rows or inspect derivation details directly
- the current next bounded packet should stay on that same runtime-library consumer lane only if a real world-context gameplay or Blueprint caller still needs one more thin derived coach/generated-mode display contract or displayed-action convenience helper over already-cached state; inside that lane the next aligned move is the runtime-library generated-mode selector option owned-execution split-phase current-selection label-provenance partition summary, roster-pair, and merged ordered roster inspect trio, otherwise choose the next roadmap lane deliberately instead of extending runtime-consumer widening by drift
- 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 +1,55 @@
# HyperTwist Phase 4 runtime-library generated-mode selector option owned-execution split-phase current-selection audit and roster inspect surface packet
- bounded Phase `4` runtime-consumer slice
- date: `2026-05-09`
## Intent
Stay on the deliberate `UHyperTwistTrainingRuntimeLibrary` world-context consumer lane and expose the next truthful owned-execution retained split-phase current-selection inspect contracts above the already-landed current-selection canonical and survivor-phase-roster inspect surfaces.
## Why this packet exists
The prior runtime-library packet let world-context callers inspect:
- which normalized retained phase is the current selection
- which surviving retained phases remain on the resulting roster
But callers still had to inspect raw split-phase rows and downstream inspect derivation details if they needed to explain:
- which retained rows were dropped during the current-selection audit
- which surviving phases still rely on phase-id fallback labels
- which surviving phases retain explicit labels directly
That kept the runtime-library world-context seam behind the already-landed panel-widget and session-actor current-selection audit and roster inspect lane.
## What changed
- added `GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionDroppedRowAuditInspectSurface()`
- added `GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionPhaseIdFallbackRosterInspectSurface()`
- added `GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionExplicitLabelRosterInspectSurface()`
- derived all three surfaces from the active run state, selected `SelectorId`, and the already-landed runtime-library selector option-menu and launch-request preview surfaces
- kept the runtime-library lane purely compositional over already-cached coach/generated-mode state without reopening backend derivation
## Files
- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Public\HyperTwistTraining\HyperTwistTrainingRuntimeLibrary.h`
- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Private\HyperTwistTraining\HyperTwistTrainingRuntimeLibrary.cpp`
- `C:\HyperTwist\docs\HYPERTWIST_ROADMAP_OVERHAUL_EXPANSION_GUIDE.md`
## Outcome
World-context gameplay and Blueprint callers can now ask the runtime library for:
- the truthful owned-execution split-phase current-selection dropped-row audit inspect surface for one selector option
- the truthful owned-execution split-phase current-selection phase-id fallback roster inspect surface for one selector option
- the truthful owned-execution split-phase current-selection explicit-label roster inspect surface for one selector option
without reading raw split-phase rows or downstream inspect derivation details directly.
## Validation
- full `Development Editor | Win64` MSBuild on `UnrealHyperTwist.sln`
## Next clean slice
Stay on this runtime-library consumer lane only if a real world-context caller still needs one more thin derived coach/generated-mode display contract or displayed-action convenience helper over already-cached state. The next aligned move inside that lane would be the runtime-library generated-mode selector option owned-execution split-phase current-selection label-provenance partition summary, roster-pair, and merged ordered roster inspect trio, because those are the next truthful inspect contracts above the newly-landed current-selection dropped-row audit, phase-id fallback roster, and explicit-label roster inspect surfaces.