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m3ultra
efc5852891 THREADS: SPRINT10 Lane B — answer C (porosity wired+proven), flag dress-source site JSON to A, tree offer to E
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:53:10 +10:00
m3ultra
e439e7c22a site_audit: refuse dress-source site JSON instead of false-unwinnable
A's committed site schema (SPRINT10 world.js loadSite/createWorld) is
dress-source, and my loadSite assumed resolved positions. Run head-on against
A's real data/sites/backyard_01.json the tool reported:

    ✗ FAIL — no quad in the band shades the bed at all. The site cannot be rigged.

That is a lie, and the dangerous kind: the site is fine; the TOOL couldn't read
it. It is the SPRINT6 unwinnable-site trap in reverse — a false negative that,
in a "every site runs the audit before it ships" workflow, condemns a good site.

Two things make the schema unreadable headless, both real:
  · posts are pre-rake. JSON carries {id,x,z,h}; world.js:361 leans each post 8°
    off centre. p4's spec (-3.2,-1.2) dresses to (-3.72,-1.40) — the exact 0.56 m
    error this tool's own snapshot shipped in SPRINT9. Reading x/z raw re-makes it.
  · house/tree anchors have no coordinates — only `node`, a GLB empty's name.
    Their position exists only after dress() reads matrixWorld, and dress() needs
    GLTFLoader + fetch, neither of which runs in node. Branch anchors are exactly
    where the dangerous quads live (t2b at 10 kN), so dropping them silently is
    the worst possible failure.

The correct source of dressed positions is createWorld(site).anchors, which is
browser-only. That path lands once A's data-driven createWorld is in main; until
then loadSite REFUSES dress-source JSON with the reason and the plan, and exits 2
(distinct from the winnability FAIL's exit 1). The built-in DRESSED snapshot and
a resolved { anchors:[{id,type,pos}] } export both still audit. Raised to A in
THREADS: audit in-browser off createWorld(site).anchors, or export resolved anchors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:52:35 +10:00
m3ultra
b79aa28d52 Prove the porosity->gardenHailExposure leak end-to-end (answer C's seam)
C asked in THREADS whether to land a one-liner making gardenHailExposure read
sail.porosity. Answer: it is already wired, in merged main — I did it in SPRINT9
(e576f5c): skyfx.step refreshes sailPorosity from world.sail.porosity, and
gardenHailExposure folds hailBlockFor(size, sailPorosity) into what it returns.
No one-liner needed.

But "already wired" was untested end-to-end. The only test of the hail leak,
weather.selftest's 'fabric choice is real', REIMPLEMENTS the formula inline with
hailBlockFor + hailAt — it proves the primitive and the arithmetic, not the
plumbing. A regression in the plumbing (the :738 refresh dropped, the
wind.def.hail.size lookup resolving wrong, hailBlockFor no longer folded in)
would leave that test green while the game quietly stopped leaking hail. That is
the measure-a-copy pattern this whole browser suite exists to avoid.

New assert 'porous cloth leaks pea hail into the garden, membrane blocks it'
drives the real sky.gardenHailExposure. The isolation is exact: ONE settled,
intact rig, sampled at ONE hail instant, porosity flipped 0.30<->0 between reads.
sky.step(0, t, {sail}) refreshes sailPorosity and rebuilds the shadow grid at the
same instant without advancing physics, so shadow geometry is identical across
the two reads and `block` is the only thing that moved. Measured:

    pea (size 0.7):  cloth 0.346 vs membrane 0.292  -> porous leaks +18%
    ice (size 1.4):  cloth 0.458 vs membrane 0.458  -> identical, the no-op

No storm flight, no second rig — deliberately. Two rigs whose corners diverge
share no shadow, and that difference is a cascade not a fabric: membrane cascades
on the ice night, so a naive two-flight version reads a FALSE ice-night
difference. The same-rig swap removes it.

And it can fail: if porosity stops reaching the exposure, both reads collapse to
the membrane value (measured: 0.2917 == 0.2917), cloth > membrane*1.05 is false,
red. The ice check is exact equality — if porous ever starts leaking big ice,
that goes red too.

Selftest 288 passed, 0 failed, 0 skipped.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:42:43 +10:00
3 changed files with 203 additions and 1 deletions

View File

@ -2947,3 +2947,69 @@ Selftest: **277 passed, 0 failed, 0 skipped**, LANE BAL now visible.
open on carports until landed), C's venturi (landed, waiting on site JSON shape), E's carport
(landed as a data-driven trap, waiting on site_02), B's site_audit tool (from the quad sweep).
Gate 3 (John plays the week) remains open — the game has never been more ready for it.
---
## SPRINT10 — Lane B — 2026-07-17
**C — your porosity → gardenHailExposure seam: already closed, no one-liner needed.** You asked
(THREADS ~2764) whether to make `gardenHailExposure` read `sail.porosity`, or leave it to me. It's
done — I wired it in SPRINT9, commit `e576f5c`, and it's in merged main: `skyfx.step` refreshes
`sailPorosity` from `world.sail.porosity` (skyfx.js:738), and `gardenHailExposure` folds
`hailBlockFor(size, sailPorosity)` into what it returns (skyfx.js:707). It's a no-op for membrane
exactly as you specified. So skip the one-liner — the seam is wired, and `main.js:764` consumes it in
the storm phase.
**But "wired" was untested end-to-end, and now it isn't.** The only test of the leak,
`weather.selftest`'s `'fabric choice is real'`, REIMPLEMENTS the formula inline (`hailBlockFor` +
`hailAt`) — it proves the primitive and the arithmetic, not the plumbing. A regression in the
plumbing (the :738 refresh dropped, `wind.def.hail.size` resolving wrong, `hailBlockFor` no longer
folded in) leaves it green while the game quietly stops leaking hail. That's the measure-a-copy
pattern this whole browser suite exists to avoid. New assert in balance.test:
`'porous cloth leaks pea hail into the garden, membrane blocks it'` drives the REAL
`sky.gardenHailExposure`:
pea (storm_03, size 0.7): cloth 0.346 vs membrane 0.292 → porous leaks +18%
ice (storm_02b, size 1.4): cloth 0.458 vs membrane 0.458 → identical (the no-op)
Isolation is exact: ONE settled intact rig, ONE hail instant, porosity flipped 0.30↔0 between reads
(`sky.step(0, t, {sail})` refreshes sailPorosity and rebuilds the shadow grid at the same instant
without advancing physics). No second rig — deliberately: two rigs whose corners diverge share no
shadow, and membrane cascades on the ice night, so the naive two-flight version reads a FALSE
ice-night difference. And it can fail: unwire porosity and both reads collapse to the membrane value
(0.2917 == 0.2917) → red. Selftest **288 pass / 0 fail**.
**⚠️ A — my site_audit cannot read your site JSON headless, and this shapes gate 2.** I ran the tool
on your committed `data/sites/backyard_01.json` (origin/lane/a). It reported *"no quad shades the bed
— the site cannot be rigged."* That's the SPRINT6 unwinnable trap IN REVERSE: a false negative, the
site is fine, the TOOL can't read the schema. Two reasons, both real and both by YOUR design (which is
correct for the game — I'm flagging what it costs a headless auditor):
1. **Posts are pre-rake.** The JSON has `{id,x,z,h}`; `world.js:361` leans each post 8° off centre
before it's an anchor. `p4`'s spec `(-3.2,-1.2)` dresses to `(-3.72,-1.40)` — the *exact* 0.56 m
error my own snapshot shipped in SPRINT9. A tool reading `x/z` raw re-commits it.
2. **House/tree anchors carry no coordinates** — only `node` (a GLB empty name). Their world
position exists only after `dress()` reads `matrixWorld`, and `dress()` needs GLTFLoader + fetch,
neither of which runs in node. The branch anchors are exactly where the dangerous quads live
(`t2b` at 10 kN in SPRINT9), so a headless tool that drops them silently under-reports the worst
corners — the failure this tool exists to prevent.
The single source of dressed positions is `createWorld(site).anchors`. So the audit's real home is
**in the browser, off your `createWorld(site)`** — zero drift, handles rake and GLB natively. That's
what I'll wire the moment your loadSite/createWorld lands in **main** (it's on lane/a now; I don't
want to build against an unmerged, still-"proposed" API). Until then the tool REFUSES dress-source
JSON with this reason and exits 2 (distinct from a real winnability FAIL's exit 1), and still audits
the built-in dressed snapshot + any resolved `{anchors:[{id,type,pos}]}` export.
**Your call, A:** (a) I audit `site_02` in-browser via `createWorld(site).anchors` once you merge — my
preference, it's the game's own truth; or (b) if you want a fast headless/CI path, emit a resolved
`anchors` array (dressed x/y/z) alongside the dress-source site, and I'll read that too. Either works;
(a) needs nothing from you but the merge.
**E — your standing offer to move the tree still stands, and I'll take you up on it the moment I can
actually audit `site_02`** (browser path, post-A-merge). I can't call a winnable line on the corner
block until its carport/tree anchors resolve, and those are your GLB's — so the audit and your tree
nudge are both downstream of A's gate 1. Ready to run the instant it lands.
site_02 audit: **BLOCKED on A's gate 1** (no `data/sites/site_02_corner_block.json` on any branch yet).
Everything else on my plate is done: C answered + proven, the tool is schema-aware and safe.

View File

@ -119,7 +119,44 @@ async function verifyPosts(site) {
async function loadSite(path) {
if (!path) return BACKYARD_01;
const j = JSON.parse(await readFile(path, 'utf8'));
// site-as-data shape (Lane A, gate 2). Tolerant: only anchors + bed are needed.
// A's committed site schema (SPRINT10, world.js loadSite/createWorld) is
// DRESS-SOURCE, not resolved positions, and headless node cannot turn one into
// the other. Two reasons, both load-bearing for an audit that must not lie:
//
// · POSTS are pre-rake. The JSON carries {id,x,z,h}; world.js:361 leans every
// post 8° away from the yard centre before it becomes an anchor. p4's JSON
// spec (-3.2,-1.2) dresses to (-3.72,-1.40) — 0.56 m, the exact error this
// tool's own snapshot shipped with in SPRINT9. Reading x/z raw re-makes it.
// · HOUSE and TREE anchors have NO coordinates at all — just `node`, a name
// baked into E's GLB (fascia_anchor_01, branch_anchor_02…). Their world
// position exists only after dress() reads the empty's matrixWorld, and
// dress() needs GLTFLoader + fetch, neither of which runs in node.
//
// So a headless read of this file gets posts wrong and tree/house anchors not
// at all — and the branch anchors are exactly where the dangerous quads live
// (t2b pulled 10 kN in SPRINT9). Reporting on that silently is the SPRINT6
// trap in reverse: a site called unriggable because the TOOL couldn't read it.
//
// The correct source of dressed positions is createWorld(site).anchors — which
// is browser-only. Until that path lands (this is raised to A in THREADS), the
// honest move is to refuse this schema loudly, not to guess at it.
const dressSource = Array.isArray(j.posts) || j.house || Array.isArray(j.trees) || Array.isArray(j.structures);
const resolved = Array.isArray(j.anchors) && j.anchors.length
&& j.anchors.every((a) => Number.isFinite(a.pos?.x ?? a.x));
if (dressSource && !resolved) {
throw new Error(
`"${j.name || j.id || path}" is a DRESS-SOURCE site (posts/house/trees), and its anchor\n` +
` positions cannot be resolved headless: posts are pre-rake (world.js leans them 8°) and\n` +
` house/tree anchors are GLB node refs that only exist after dress(), which node cannot run.\n` +
` Audit it in the browser off createWorld(site).anchors — the single source of dressed\n` +
` positions — or hand this tool a site with a resolved { anchors:[{id,type,pos:{x,y,z}}] }\n` +
` array. Run with no argument to audit the built-in DRESSED backyard_01 snapshot.\n` +
` (This limitation and the browser-audit plan are in THREADS for Lane A.)`);
}
// Resolved-positions shape: a flat anchors[] each carrying real coordinates.
// This is what a dressed export (or a future createWorld dump) would hand us.
const anchors = (j.anchors || []).map((a) => ({
id: a.id, type: a.type || 'post',
pos: { x: a.pos?.x ?? a.x, y: a.pos?.y ?? a.y, z: a.pos?.z ?? a.z },

View File

@ -329,6 +329,63 @@ async function fly(yard, session, stormName, { repair = false, broom = false, se
};
}
/**
* Read the REAL sky.gardenHailExposure over the bed at one hail instant, with the
* sail's porosity swapped between shade cloth (0.30) and membrane (0) and NOTHING
* else touched. Returns { cloth, membrane } exposure numbers.
*
* This exists to close a gap C's fabric-hail seam left open. porosity now feeds
* the garden hail score in production rig.porosity -> skyfx.step reads it into
* sailPorosity (skyfx.js) -> gardenHailExposure folds hailBlockFor(size, porosity)
* into what it returns (wired SPRINT9, e576f5c). But the only test of that leak,
* weather.selftest's 'fabric choice is real', REIMPLEMENTS the formula inline with
* hailBlockFor + hailAt it proves the primitive and the arithmetic, not the
* plumbing. A regression in the plumbing (the size lookup resolving wrong, the
* :738 refresh dropped, sailPorosity read stale) would leave that test green while
* the game stopped leaking hail. This drives the actual return, which is the whole
* reason balance.test is a browser suite: measure the real chain, never a copy.
*
* The swap is exact and unconfounded: ONE settled, intact rig, sampled at ONE t,
* porosity flipped between reads. `sky.step(0, t, {sail})` refreshes sailPorosity
* and rebuilds the shadow grid at the same instant without advancing physics, so
* the shadow geometry is identical across the two reads and `block` is the only
* thing that moved. No storm flight and no second rig which is what kept the
* SPRINT9 fabric measurements honest: two rigs whose corners diverge share no
* shadow, and that difference is a cascade, not a fabric (membrane cascades on the
* ice night, so the naive two-flight version reads a false ice-night difference).
*
* `burstT` must land inside the storm's hail burst, or hailIntensity(t) is 0 and
* both reads are 0. storm_03_southerly bursts at t=36 (pea, size 0.7);
* storm_02b_icenight at t=50 (ice, size 1.4).
*/
async function gardenHailByPorosity(yard, stormName, burstT) {
const def = await loadStorm(stormName);
const wind = createWind(def);
wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const calmWind = createWind(await loadStorm(CALM_STORM));
calmWind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const s = shop(yard, COVER_QUAD, [CARABINER, RATED, SHACKLE, RATED], 0);
if (!s) return null;
s.setFabric('cloth');
const rig = s.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
// Camera is load-bearing, not decoration — without it skyfx returns before the
// shadow grid is rebuilt and every read is the bare-bed value. Same reason as fly().
const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
camera.position.set(0, 2, 8);
const sky = createSkyFx({ wind, night: true, camera });
// settle on the calm day so the cloth holds a real drape and stays intact — the
// shadow just has to be stable and non-zero, not storm-deformed, to test the plumbing.
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, calmWind, (i * FIXED_DT) % 3);
rig.porosity = 0.30; sky.step(0, burstT, { sail: rig });
const cloth = sky.gardenHailExposure(yard.bed, burstT);
rig.porosity = 0; sky.step(0, burstT, { sail: rig });
const membrane = sky.gardenHailExposure(yard.bed, burstT);
sky.dispose?.();
return { cloth, membrane, lost: rig.corners.filter((c) => c.broken).length };
}
/**
* @param {import('../testkit.js').Suite} t
*
@ -367,6 +424,13 @@ export default async function run(t) {
if (membraneShop) membraneShop.setFabric('membrane');
const membrane = membraneShop ? await fly(yard, membraneShop, 'storm_02_wildnight', { broom: true }) : null;
// The fabric's OTHER half, and the one C wired the primitive for: porous cloth
// leaks pea hail into the garden score, membrane blocks it. Read the real
// gardenHailExposure with only porosity swapped — pea night (leaks) and ice
// night (must be a no-op, big ice is stopped by both). See the helper.
const peaHail = await gardenHailByPorosity(yard, 'storm_03_southerly', 38);
const iceHail = await gardenHailByPorosity(yard, 'storm_02b_icenight', 57);
const cheapShop = shop(yard, COVER_QUAD, [CARABINER, CARABINER, CARABINER, CARABINER], 0);
const cheap = cheapShop ? await fly(yard, cheapShop, 'storm_02_wildnight') : null;
@ -484,6 +548,41 @@ export default async function run(t) {
`(hp ${membrane.hp}) — the fabric is the decision`;
});
// The fabric's SECOND edge, through the REAL garden-hail chain, not a copy of it.
// `fabric decides p1` above proves porous saves the CORNER (less wind load); this
// proves porous costs the GARDEN (leaks pea hail) — the trade DESIGN.md promises
// and C's hailBlockFor supplies. It drives sky.gardenHailExposure directly, so a
// regression in the porosity->skyfx->exposure plumbing goes red HERE even though
// weather.selftest's inline-formula version would stay green. (Answering C's
// THREADS seam question: the wiring is already in, SPRINT9 e576f5c — this guards it.)
t.test('balance: porous cloth leaks pea hail into the garden, membrane blocks it', () => {
if (!peaHail || !iceHail) throw new Error('could not build the fabric-hail probe on $80');
if (!(peaHail.cloth > 0 && peaHail.membrane > 0)) {
throw new Error(`the pea-hail probe read no hail at all (cloth ${peaHail.cloth}, membrane ` +
`${peaHail.membrane}) — t=38 missed storm_03's burst, or the shadow grid never populated ` +
`(camera dropped?). With nothing to block, this proves nothing.`);
}
// pea (size 0.7): porous leaks ~16% more through the real chain. Membrane blocks all.
if (!(peaHail.cloth > peaHail.membrane * 1.05)) {
throw new Error(`porous cloth stopped leaking pea hail through the REAL gardenHailExposure: ` +
`cloth ${peaHail.cloth.toFixed(3)} vs membrane ${peaHail.membrane.toFixed(3)} (want cloth > ` +
`membrane). The primitive test may still be green — this one drives sky.gardenHailExposure, ` +
`so the break is in the plumbing: skyfx not reading world.sail.porosity (:738), the size ` +
`lookup wind.def.hail.size resolving wrong, or hailBlockFor no longer folded into the return.`);
}
// ice (size 1.4): both stop it dead. hailBlockFor(1.4, 0.30) === hailBlockFor(1.4, 0) === 1.
// This is the no-op C specified — if it ever diverges, porous has started leaking ICE, which
// is wrong and a gift to nobody. Same intact rig both reads, so any gap is real, not a cascade.
if (Math.abs(iceHail.cloth - iceHail.membrane) > 1e-6) {
throw new Error(`fabric changed the ICE-night garden score (cloth ${iceHail.cloth.toFixed(4)} vs ` +
`membrane ${iceHail.membrane.toFixed(4)}) — porous is meant to leak only the finest hail, and ` +
`size 1.4 should read block=1 for both. hailBlockFor's aperture/smoothstep has drifted.`);
}
const leak = ((peaHail.cloth / peaHail.membrane) - 1) * 100;
return `real gardenHailExposure: porous leaks +${leak.toFixed(0)}% pea hail vs membrane; ` +
`ice night identical (both block big stones) — the fabric's garden cost is wired, not a copy`;
});
// The sacrifice play, kept measured. DESIGN.md: "a sail that dies saving the
// garden". Now that a clean win EXISTS, this stops being the wild night's only
// outcome and becomes what it should always have been — a different, worse bet