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Characterize cancellation at a schedule boundary, expiration of an undispatched conversation request, and the absence of a wake-up after rolling budget capacity returns. Compare early responses, spare capacity, paused game time, dispatch near expiry, and terminal meeting changes. Retain the failing target probe separately from passing characterization tests. Two Unity scenarios exercise actual travel, a single resource exchange, stale reply suppression, and return to scheduled work. Validation: 839 EditMode and 194 PlayMode tests passed; six opt-in service entries skipped. Production behavior is unchanged. No new model calls.
Archive the original failed target probe, the corrected scene fixture, eleven runtime controls, two Unity scenarios, and full regression results. Distinguish current-behavior characterization from the pending production repair, and document historical timing and public-observation limits. Record 839 EditMode and 194 PlayMode passes, six opt-in skips, zero new model calls, and isolated source hashes. Link the follow-up task that retains an undispatched turn and rebuilds its request when budget returns.
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日程变化取消 Ren 的第四句后,等待请求先于滚动预算释放而过期;会面仍轮到 Ren,调度器却没有新事件可再次派发。本 PR 交付确定性复现、边界对照与修复验收依据,生产行为尚未修复。
默认八次预算的 Unity 场景在 855.2 游戏分钟已释放三个名额,仍停留三句;保留一个名额的对照可用新决策完成。Runtime 另证明临近过期才派发的请求仍沿用排队时间,响应稍晚返回会被拒绝。原目标失败、夹具时间断言的首次失败、源副本与现状通过记录均保留。
验证:新增 Runtime 11 项、实际移动场景 2 项;隔离完整 EditMode 839 项、PlayMode 194 项通过,6 项真实服务入口按 opt-in 跳过。新增真实模型调用 0;独立审查、历史证据哈希、编译输入及路径转换均已记录。
基于
codex/npc-moving-observation-revalidation,保持 Draft、未合并。共享工作区的美术、农田和其他场景修改未纳入。