Smart-device refactor: RustPlusApi beta.3 + device-agnostic trigger event#22
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…geredEvent Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
…eric SmartDeviceTriggered (beta.3)
… (trigger carries state, prime re-reads)
…Async) for live updates
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Summary
A pure refactor — no new user-facing behavior. Smart Switches behave exactly as before; this prepares the ground for the smart-alarm slice to plug in cleanly.
RustPlusApi/RustPlusApi.Fcm→2.0.0-beta.3and adopt the breaking renames (Expose alarm server id + rename OnSmartSwitchTriggered to OnSmartDeviceTriggered RustPlusApi#82, #83, #84):OnSmartSwitchTriggered→OnSmartDeviceTriggeredSmartSwitchEventArg→SmartDeviceEventArg(inheritsSmartDeviceInfo→ carriesId+IsActive)SmartSwitchInfo+AlarmInfo→ mergedSmartDeviceInfoEntityChangedbroadcast carries no entity type, so the Connections seam'sSmartSwitchTriggered (EventHandler<ulong>)becomesSmartDeviceTriggered (EventHandler<SmartDeviceTrigger>)carrying(EntityId, IsActive); the supervisor publishes a new AbstractionsSmartDeviceTriggeredEvent(guild, server, entityId, isActive).SwitchStateRelayconsumesSmartDeviceTriggeredEventfiltered viaISwitchStore.ExistsAsync(ignoring ids it doesn't manage). The switch UI module still publishesSwitchStateChangedEventfor user actions (ON/OFF/Strobe/Rename) — clean split: device-triggered = from the game, state-changed = from our UI.The trigger path now uses the
IsActivecarried on the beta.3 broadcast arg (no re-read), eliminating a latent race the old code had; the connect-prime path still re-reads viaGetSmartDeviceInfoAsync(which also registers the socket's interest).Why
The generic
SmartDeviceTriggeredEvent+ExistsAsyncfilter lets the upcoming smart-alarm slice add its own relay consumer with zero further Connections changes — alarms work like switches (prime on connect, react to the in-game broadcast; the entity id is the discriminant, since the broadcast has no type).Scope / safety
Verification
-warnaserror); jbReformatAndReorderclean.🤖 Generated with Claude Code