Recover whole-game packed event conditions
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7 changed files with 414 additions and 117 deletions
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@ -52,6 +52,11 @@ Implemented today:
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through the same service path, and whole-game parity frontiers now report explicit unmapped
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world-condition and world-descriptor buckets rather than falling back to the generic ordinary
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or descriptor counts
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- checked-in whole-game condition metadata now drives that same world-side condition batch too:
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special-condition thresholds use the real special-condition label ids, economic-status thresholds
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use the checked-in world label id, and candidate-availability thresholds now decode through the
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recovered `%1 Avail.` template plus the packed candidate-name side string instead of fixture-only
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placeholder ids
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- checked-in whole-game grouped-descriptor metadata now drives the first real world-side effect
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batch too: real special-condition and candidate-availability setter rows now decode and import
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through the ordinary runtime path, while world-flag rows remain parity-only until keyed flag
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@ -59,10 +64,10 @@ Implemented today:
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That means the next implementation work is breadth, not bootstrap. The recommended next slice is
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broader real grouped-descriptor and ordinary condition-id coverage beyond the current access,
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whole-game, train, player, and numeric-threshold batches, with the whole-game frontier now
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centered on still-unmapped world-flag families and any later state families that need stronger
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checked-in descriptor or key recovery. Richer runtime ownership should still be added only where a
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later descriptor or condition family needs more than the current event-owned roster.
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whole-game, train, player, and numeric-threshold batches, with the world-side frontier now
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centered primarily on still-unmapped world-flag families and any later state families that need
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stronger checked-in descriptor or key recovery. Richer runtime ownership should still be added only
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where a later descriptor or condition family needs more than the current event-owned roster.
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## Why This Boundary
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