notify_gateway_scene lived in npc_engine_set_step which had no callers (dead code). apply_step now resolves the step scene_id and calls npc_engine_set_scene_by_id. Hardware-validated end to end: STEP_WARNING -> gateway notify -> auto-ring Zacus on the PLIP.
notify_gateway_scene lived in npc_engine_set_step which had no callers (dead code). apply_step now resolves the step scene_id and calls npc_engine_set_scene_by_id. Hardware-validated end to end: STEP_WARNING -> gateway notify -> auto-ring Zacus on the PLIP.
electron
added 1 commit 2026-06-18 13:52:40 +00:00
notify_gateway_scene() + hints puzzle_start lived only in
npc_engine_set_step(), which had NO callers — the runtime->gateway
sync was dead code, so scripted incoming calls would never fire in a
real game. POST /game/step goes through game_endpoint_apply_step(),
which now resolves the step's scene_id (new field on scene_binding,
parsed straight from the IR) and calls the new
npc_engine_set_scene_by_id(). Hardware-validated: STEP_WARNING ->
scene 3 -> gateway notify -> auto-ring Professeur Zacus on the PLIP.
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notify_gateway_scene lived in npc_engine_set_step which had no callers (dead code). apply_step now resolves the step scene_id and calls npc_engine_set_scene_by_id. Hardware-validated end to end: STEP_WARNING -> gateway notify -> auto-ring Zacus on the PLIP.