Lane F R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag

The blocking gate is CLOSED, and the epoch closes green.

- #1b THE BLOCKING RE-MEASURE: F's R21 re-measure made the tri diet blocking; B diagnosed layer-by-layer,
  the driver traced A -> E (A's own commit: "B's numbers say the fix is E's"), E fixed it, F re-measured:
  katoomba venue_night 221,935 (+11%) -> 108,365 (-51%); bendigo 201k -> 124,682; fremantle -> 88,397.
  Worst 124,682 — the 200k stress edge is closed. The measure-first loop worked end to end.
- #3 DBG.enterShop(selector) (Lane G's ask): id · registry type · exact name · name substring, resolved
  most-specific-first so an id-shaped string can't be shadowed. One-liner QA on any of 23 towns.
- #4 The release tour -> docs/shots/release_v4/: the Fremantle hero · the Fitzroy mecca · the Toowoomba thin
  tail · the synthetic control · the ?classic=1 covenant. Every real-town frame poses through F's R21
  cluster primitive; B's R22 bookmarks anchor on the same retail heart, so tour and bookmarks agree by
  construction. HUD hidden throughout (F's R21 ruling corollary).
  The primitive earned itself twice: the first cut posed via street_noon and the MECCA CAME OUT AS BARE
  BITUMEN — the same trap as R21. Re-posed through the cluster, Fitzroy reads.
- HONEST FINDING (filed v4.x): the brief asked for the thin tail as "proof the floor holds". It does not,
  and the frame says so — Toowoomba reads as an empty road. The floor is a RATIO, not a count: 0.008
  shops/edge vs the heroes' 0.06-0.08. Shipped labelled honestly rather than swapped for a flattering town.
- #6 Docs: README v4 section (the towns ARE the product), LANE_F_NOTES §22, F-progress.

qa.sh --strict --matrix GREEN 7/7; MATRIX GREEN — 10 towns × 7 gates (the budget gate green everywhere for
the first time); selfcheck 161,300/161,300 (A's 36 goldens + the 23-town pack).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-16 22:32:32 +10:00
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@ -4,6 +4,23 @@
---
## Round 22 (v4.0 — THE EPOCH CLOSE) — F closed it
- **The blocking gate CLOSED.** F's R21 re-measure made the tri diet blocking; B diagnosed, the driver
traced A→**E**, E fixed it, F re-measured: katoomba `venue_night` **221,935 → 108,365 (51%)**, worst town
124,682 — the 200k stress edge is closed. Selfcheck **161,300/161,300** (A's 36 goldens + 23 towns).
- **`DBG.enterShop(selector)`** (Lane G's ask) — id · type · exact name · substring, most-specific-first.
- **The release tour** → [`docs/shots/release_v4/`](docs/shots/release_v4/): Fremantle hero · Fitzroy mecca ·
Toowoomba thin tail · synthetic control · `?classic=1` covenant. All posed through F's R21 cluster
primitive — which earned itself twice: the first cut posed via `street_noon` and **the mecca came out as
bare bitumen**; re-posed through the cluster, Fitzroy reads.
- **⚠ Honest finding (filed v4.x):** the thin tail does **not** prove the floor holds — Toowoomba reads as an
empty road. The floor is a **ratio**, not a count: 0.008 shops/edge vs the heroes' 0.060.08. The frame
ships labelled honestly rather than swapped for a flattering town.
- Docs (README v4 "the towns are the product", notes §22), `qa.sh --strict --matrix` green, tag **`v4.0`**.
---
## Round 2021 (v4.0-beta THE FIVE TOWNS) — F never ran R20; closed R21
**R20: F never ran** (no gate, no tag) — the honest record is in LANE_F_NOTES §20. Unlike R18 (where F ran

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@ -76,15 +76,27 @@ master off:
| `?noassets=1` · `?plansrc=osm` · `?mute=1` · `?dbg=1` | off | asset-free (zero network) · OSM plan source · silence · the `window.DBG` capture/soak harness |
| `?plansrc=osm&town=<key>` | — | boot a **real Australian town**: fixtures `melbourne`/`katoomba`/`silverton`, or a real OSM cache `bendigo_real`/`castlemaine_real`/`fremantle_real`/`katoomba_real`/`newtown_real` (ODbL, `web/assets/towns/SOURCES.md`). **REAL ROADS:** a cache with `roads[]` (schema v2) builds the CityPlan street graph from the town's **actual OSM streets**; without `roads[]` a cache marches onto synthetic avenues. Or just **pick a town from the HUD selector** — no URL needed |
### v4.0-beta — the five towns, at density
## v4.0 — THE REAL MAP: the towns *are* the product
Five real Australian towns (**Katoomba, Newtown, Fremantle, Bendigo, Castlemaine — 292 shops**) boot on
their **actual OSM street graphs**, at real retail density: secondhand heroes keep their footfall while the
street around them gets ~4× busier (texture, never a takeover). Venues bias toward the retail cluster, the
tram runs only where it fronts a real high street (Newtown/Castlemaine — elsewhere it was "a highway bus",
so it's fenced), and the in-HUD **town selector** reads the towns index, so you can just pick one. Every
town: deterministic, districted, silent under `?noassets`, `?classic=1` still byte-identical to v2.
See [`docs/shots/v4_beta/`](docs/shots/v4_beta/) and the charter, [`docs/V4_REAL_MAP.md`](docs/V4_REAL_MAP.md).
**23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets.** Not
"inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats
OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. **Pick one from
the in-HUD selector and walk it.** Everything built across v1v3 comes along unchanged — the venues and their
seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the
interiors behind every door, weather, the tram — because they all hang off the plan contract and never had
to know the geography got real.
The towns run from **meccas** (Fitzroy, 160 shops) to the **thin tail** (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays **deterministic from the seed**, silent
under `?noassets=1`, and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`).
**The tour:** [`docs/shots/release_v4/contact.html`](docs/shots/release_v4/) — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the `?classic=1` covenant made visible. Charter:
[`docs/V4_REAL_MAP.md`](docs/V4_REAL_MAP.md) · data + licences (ODbL):
[`web/assets/towns/SOURCES.md`](web/assets/towns/SOURCES.md).
| `?seed=N` | `20261990` | town seed |
**Release tour:** [`docs/shots/release_v3_1/contact.html`](docs/shots/release_v3_1/) — the money shots on

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@ -791,3 +791,52 @@ streetlamps, and a genuinely busy crowd (the density widening, visible). 126 dra
Posed by projecting the densest **spatial** shop cluster (10 shops within 60 m) onto its front edge and
standing on the road — per-edge shop counts are ~1 on a real graph, so "densest edge" is the wrong pose
heuristic for real towns.
---
## 22. Round 22 — **v4.0: THE EPOCH CLOSE.** F: the re-measure, the selector, the tour, the tag.
### The blocking gate — CLOSED (#1b)
F's R21 re-measure made the tri diet blocking ("release rounds don't ship known breaches"). B diagnosed
layer-by-layer, the driver traced **A → E** (A's own commit said so: "B's numbers say the fix is E's"), and
**E fixed it**. F re-measured:
| `venue_night` | R21 | R22 |
|---|---|---|
| katoomba_real | 221,935 (+11%) | **108,365** (51%) |
| bendigo_real | 201k (+0.5%) | **124,682** |
| fremantle_real | 184k | **88,397** |
**Worst 124,682 — the 200k stress edge is closed.** Selfcheck **161,300/161,300** (A's 36 goldens + the
23-town pack). The measure-first loop worked end to end: F measured, B diagnosed, E owned, F re-measured.
### `DBG.enterShop(selector)` (#3 — Lane G's ask)
Grew from id-only to a selector: id · registry type · exact name · name substring, resolved most-specific
first so an id-shaped string can't be shadowed. `DBG.enterShop('record')` / `('The Exchange Hotel')` / `(116)`
— cross-repo QA one-liners on any of 23 towns without an id lookup.
### The release tour (#4) — `docs/shots/release_v4/`
Five frames: the Fremantle golden-hour hero · the Fitzroy mecca · the Toowoomba thin tail · the synthetic
control · the `?classic=1` covenant. Every real-town frame poses through **F's R21 cluster primitive**
(project the densest SPATIAL cluster onto its front edge, stand on the road); B's R22 bookmark fix anchors
on the same retail heart, so tour and bookmarks agree by construction. HUD hidden throughout.
**The primitive earned itself twice.** First cut of the tour posed via `DBG.shot('street_noon')` and the
**mecca came out as bare bitumen** — the same trap as R21. Re-posed through the cluster primitive, Fitzroy
reads (7 shops/60 m retail heart, trees, benches, crowd). *Per-edge is always the wrong heuristic on a real
graph.*
### ⚠ The honest thin-tail finding (filed for v4.x)
The brief asked for a thin-tail frame as **"proof the floor holds."** It doesn't, and the frame says so:
**Toowoomba reads as an empty road, not a town.** The cause is a RATIO, not a count —
| town | shops / edges | shops per edge |
|---|---|---|
| fremantle (hero) | 79 / 1,056 | 0.075 |
| fitzroy (mecca) | 139 / 2,408 | 0.058 |
| **toowoomba (thin tail)** | **12 / 1,459** | **0.008** — 79× sparser |
Toowoomba is a real city whose *secondhand* cache is 12 shops, spread across its full road graph. The floor
isn't "≥N shops" — it's **shops-per-street-metre**. v4.x options: clip the graph to the retail core for
thin caches, or set a ratio floor in the pack. The frame ships **labelled honestly** rather than swapped for
a flattering town — same discipline as the R21 re-measure that got worse and said so.

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<!doctype html><meta charset="utf-8"><title>PROCITY v4.0 — the release tour</title><style>body{background:#14110c;color:#f4efe6;font:14px/1.4 -apple-system,Segoe UI,Roboto,sans-serif;margin:24px}.grid{display:grid;grid-template-columns:repeat(auto-fill,minmax(460px,1fr));gap:18px}figure{margin:0;background:#1d1810;border-radius:10px;overflow:hidden}img{width:100%;display:block}figcaption{padding:9px 13px;color:#cdc4b2}b{color:#ffd9a0}</style><h1>PROCITY v4.0 — THE REAL MAP <small>· 23 real Australian towns · seed 20261990 · settled</small></h1><div class="grid"><figure><img src="fremantle_hero.png" alt="fremantle_hero" loading="lazy"><figcaption><b>fremantle_hero</b><br>the hero — Fremantle, real streets, golden hour · Fremantle · 79 shops / 1056 edges · retail heart: 10 shops/60m · 126 draws · 77,322 tris</figcaption></figure><figure><img src="fitzroy_mecca.png" alt="fitzroy_mecca" loading="lazy"><figcaption><b>fitzroy_mecca</b><br>the mecca — Fitzroy, the densest town in the pack · Fitzroy · 139 shops / 2408 edges · retail heart: 7 shops/60m · 166 draws · 95,824 tris</figcaption></figure><figure><img src="toowoomba_thintail.png" alt="toowoomba_thintail" loading="lazy"><figcaption><b>toowoomba_thintail</b><br>the thin tail — Toowoomba: the floor does NOT hold here, and this is the honest frame (12 shops over a 1,459-edge graph = 0.008 shops/edge vs the heroes' 0.060.08; it reads as road, not town). Filed for v4.x · Toowoomba · 12 shops / 1459 edges · retail heart: 1 shops/60m · 78 draws · 78,496 tris</figcaption></figure><figure><img src="synthetic_control.png" alt="synthetic_control" loading="lazy"><figcaption><b>synthetic_control</b><br>the control — the procedural town, unchanged · Boolarra Heads · 493 shops / 22 edges · 180 draws · 29,158 tris</figcaption></figure><figure><img src="classic_covenant.png" alt="classic_covenant" loading="lazy"><figcaption><b>classic_covenant</b><br>?classic=1 — the v2 covenant, byte-identical forever · Boolarra Heads · 493 shops / 22 edges · 164 draws · 26,472 tris</figcaption></figure></div>

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@ -1,22 +1,23 @@
#!/usr/bin/env python3
"""PROCITY Lane F — the v3.0 release money-shot tour (round 15 · ?gigs=1). One deterministic run.
"""PROCITY Lane F — the v4.0 RELEASE TOUR (round 22 · the epoch close · ledger #4). One deterministic run.
Captures the release set into docs/shots/release_v3/ (+ a contact.html), grouped by the flags each shot
needs, all from seed 20261990 (deterministic, reproducible never hand-cropped):
venue_night lit pub frontage + streetlamp pools + posters at night (?gigs=1)
district_posters the spine at night: poster poles + lit frontages receding (?gigs=1)
queue_night JOHN'S HERO: close on the pub door at 'on', queue + marquee + A's now-visible poster
gig_interior the 4-piece with real instruments + a roster crowd (continuity) (?gigs=1)
rain_verandah a wet night outside the lit video-shop window (?weather=rain&winmap=1)
tram_stop the bus shelter the tram pauses at (?tram=1)
The v4 thesis in five frames, into docs/shots/release_v4/ (+ contact.html). The towns ARE the product:
Discipline (ROUND15 ledger #5 + B's note): every shot is measured SETTLED — after the async instrument
GLBs / poster textures / chunk stream land (shoot-twice), from a clean per-group load (no orphan-chunk
inflation); the queue is driven LIVE (rAF is throttled in automation, so we run the animate loop + admit
explicitly rather than trust auto-drain).
fremantle_hero the golden-hour hero: a real shopfront corridor with the density crowd on it
fitzroy_mecca the mecca (160 shops, 2× anything absorbed before this epoch)
toowoomba_thintail the thin tail (12 shops): proof the floor still reads as a town
synthetic_control the procedural town, UNCHANGED: the control the whole epoch was measured against
classic_covenant `?classic=1`: the v2 covenant made visible, byte-identical forever (0x3fa36874)
Posing: every real-town frame resolves through Lane B's `DBG` retail-heart anchor / `clusterPose` — the
primitive that came out of F's R21 finding (per-EDGE shop counts are ~1 on a real graph, so "densest edge"
is the wrong heuristic; you must project the densest SPATIAL cluster onto its front edge and stand on the
road). B's R22 bookmark fix resolves through the same anchor, so the tour and the bookmarks agree by
construction. The HUD is hidden for every frame (F's R21 ruling corollary — the selector ships, but it
doesn't belong in a beauty shot).
Run: tools/.venv/bin/python tools/qa/tour_shots.py [--seed N]
Needs the Playwright venv + Lane B's ?dbg=1 hook (incl. queue_night). Writes full-frame 1280x720 PNGs.
Needs the Playwright venv + Lane B's ?dbg=1 hook. Writes full-frame 1280x720 PNGs.
"""
import sys, time, socket, subprocess, pathlib
@ -24,59 +25,54 @@ ROOT = pathlib.Path(__file__).resolve().parent.parent.parent
PORT = 8130
HOST = f'http://127.0.0.1:{PORT}'
SEED = 20261990
OUTDIR = ROOT / 'docs' / 'shots' / 'release_v3_1'
OUTDIR = ROOT / 'docs' / 'shots' / 'release_v4'
if '--seed' in sys.argv:
SEED = int(sys.argv[sys.argv.index('--seed') + 1])
# [R16 THE FLIP] shot groups — the DEFAULT boot now has all four flags on, so most shots come from ONE clean
# load (no per-shot flag juggling). Rain is still forced (the default seed rolls clear); ?classic=1 gives the
# before/after comparison. Deterministic, same seed.
GROUPS = [
{'flags': '', 'street': ['venue_night', 'district_posters', 'queue_night', 'tram_stop'], 'interior': True},
{'flags': 'weather=rain', 'street': ['rain_verandah'], 'interior': False},
# the town before v3 — the exact v2 boot; same main-street pose as district_posters for a clean A/B
{'flags': 'classic=1', 'street': ['district_posters'], 'interior': False, 'suffix': '_classic'},
# (file, query, segment, cluster-pose?, caption-prefix). seg 3 = late-afternoon gold; seg 2 = midday.
# cluster=True → F's spatial-cluster pose (real towns); cluster=False → the bookmark (synthetic is one dense
# cluster already, so street_noon frames it correctly).
V4_TOUR = [
('fremantle_hero', 'plansrc=osm&town=fremantle_real', 3, True, 'the hero — Fremantle, real streets, golden hour'),
('fitzroy_mecca', 'plansrc=osm&town=fitzroy_real', 3, True, 'the mecca — Fitzroy, the densest town in the pack'),
('toowoomba_thintail', 'plansrc=osm&town=toowoomba_real', 2, True, 'the thin tail — Toowoomba: the floor does NOT hold here, and this is the honest frame (12 shops over a 1,459-edge graph = 0.008 shops/edge vs the heroes\' 0.060.08; it reads as road, not town). Filed for v4.x'),
('synthetic_control', f'seed={SEED}', 2, False, 'the control — the procedural town, unchanged'),
('classic_covenant', 'classic=1', 2, False, '?classic=1 — the v2 covenant, byte-identical forever'),
]
# settle + re-pose a street bookmark once its live/async content (queue, instrument GLBs, poster textures,
# streamed chunks) has landed, then report SETTLED stats.
STREET_JS = r"""
async (name) => {
# THE POSING PRIMITIVE (F's R21 finding). On a real graph, per-EDGE shop counts are ~1 — so "the edge with
# the most shops" frames an empty arterial (it did, first run: the Fitzroy mecca came out as bare bitumen).
# The town's retail heart is a SPATIAL cluster: find the shop lot with the most neighbours inside 60 m,
# project it onto its own front edge, and stand ON the road backed off along it, looking down the strip.
# Lane B's R22 bookmark fix anchors on the same retail heart — this is that primitive, applied to the tour.
SHOT_JS = r"""
async ({ seg, cluster }) => {
const P = window.PROCITY, D = window.DBG;
D.shot(name); // initial pose + segment (2 renders)
for (let i = 0; i < 8; i++) await new Promise(r => requestAnimationFrame(r)); // animate loop: queue spawns
const q = (P.gigs && P.venueQueues) ? P.venueQueues.get(P.gigs.venueShopIds[0]) : null;
await new Promise(r => setTimeout(r, 1400)); // async GLB / poster / chunk settle
const stat = D.shot(name); // RE-POSE now that everything is loaded the settled frame
const queue = (P.gigs && P.queueCountOf) ? P.queueCountOf(P.gigs.venueShopIds[0]) : null;
const posters = (P.plan.posters || []).length;
return { name, draws: stat.drawCalls, tris: stat.tris, queue, posters };
}
"""
INTERIOR_JS = r"""
async () => {
const P = window.PROCITY, D = window.DBG, THREE = P.THREE;
const id = P.gigs.venueShopIds[0];
D.setSegment(5);
// drive the queue live + admit a couple so the interior crowd carries roster identities (continuity)
for (let i = 0; i < 8; i++) await new Promise(r => requestAnimationFrame(r));
const q = P.venueQueues && P.venueQueues.get(id);
if (q) for (let i = 0; i < 3 && q.count() > 0; i++) q.admitOne();
D.enterShop(id); await new Promise(r => setTimeout(r, 900));
const room = P.interiorMode.current; if (!room) return { ok: false };
const st = room.stage;
P.camera.position.set(st.x + 0.2, 1.6, room.dims.D / 2 - 1.2);
P.camera.lookAt(new THREE.Vector3(st.x, 1.35, st.z));
// shoot-twice / settled discipline (ledger #5): immediate vs after the instrument GLBs land
P.renderer.info.reset(); P.renderer.render(P.interiorMode.scene, P.camera);
const trisImmediate = P.renderer.info.render.triangles;
await new Promise(r => setTimeout(r, 1600));
P.renderer.info.reset(); P.renderer.render(P.interiorMode.scene, P.camera);
const info = P.interiorMode.crewInfo;
return { ok: true, draws: P.renderer.info.render.calls, trisImmediate, trisSettled: P.renderer.info.render.triangles,
band: info ? info.band : 0, crowd: info ? info.crowd : 0, fromRoster: info ? info.fromRoster : 0,
venue: (P.plan.shops.find(s => s.id === id) || {}).name, bandName: P.gigs.bandNameOf(id) };
D.setSegment(seg);
let hub = -1;
if (!cluster) { D.shot('street_noon'); }
else {
const plan = P.plan, nById = new Map(plan.streets.nodes.map(n => [n.id, n]));
const lots = (plan.lots || []).filter(l => l.use === 'shop' || l.use === 'anchor');
let best = null;
for (const l of lots) { let c = 0; for (const o of lots) if (Math.hypot(o.x - l.x, o.z - l.z) < 60) c++;
if (c > hub) { hub = c; best = l; } }
if (best) {
const e = (plan.streets.edges || []).find(x => x.id === best.frontEdge) || plan.streets.edges[0];
const a = nById.get(e.a), b2 = nById.get(e.b);
const dx = b2.x - a.x, dz = b2.z - a.z, L = Math.hypot(dx, dz) || 1, ux = dx / L, uz = dz / L;
let t = (best.x - a.x) * ux + (best.z - a.z) * uz;
t = Math.max(6, Math.min(L - 6, t));
const back = Math.min(26, t);
D.teleport(a.x + ux * (t - back), a.z + uz * (t - back), Math.atan2(ux, uz));
} else { D.shot('street_noon'); }
}
await new Promise(r => setTimeout(r, 1800)); // crowd + chunks + skins + GLBs settle
const hud = document.getElementById('pc-hud'); if (hud) hud.style.display = 'none'; // beauty shot
for (let i = 0; i < 3; i++) await new Promise(r => requestAnimationFrame(r));
const i = D.info();
return { name: P.plan.name, shops: (P.plan.shops || []).length, hub,
edges: (P.plan.streets.edges || []).length, draws: i.drawCalls, tris: i.tris };
}
"""
@ -98,31 +94,18 @@ def ensure_server():
proc.terminate(); sys.exit(f'could not start http.server on :{PORT}')
def boot(pg, flags):
pg.goto(f'{HOST}/index.html?seed={SEED}&dbg=1&{flags}')
pg.wait_for_function('window.DBG && window.DBG.ready === true', timeout=25000)
pg.evaluate("() => { const o=document.getElementById('pc-start'); if(o) o.style.display='none'; }")
try:
pg.wait_for_function('() => window.PROCITY && (!window.PROCITY.fleet || window.PROCITY.fleet.ready)', timeout=15000)
except Exception:
print(' ! fleet never readied — shooting placeholders')
def contact_html(shots):
cards = []
for s in shots:
cap = s['caption']
cards.append(
f'<figure><img src="{s["file"]}" alt="{s["name"]}" loading="lazy">'
f'<figcaption><b>{s["name"]}</b><br>{cap}</figcaption></figure>')
cards = ''.join(
f'<figure><img src="{s["file"]}" alt="{s["name"]}" loading="lazy">'
f'<figcaption><b>{s["name"]}</b><br>{s["caption"]}</figcaption></figure>' for s in shots)
return (
'<!doctype html><meta charset="utf-8"><title>PROCITY v3.1 — release tour</title>'
'<!doctype html><meta charset="utf-8"><title>PROCITY v4.0 — the release tour</title>'
'<style>body{background:#14110c;color:#f4efe6;font:14px/1.4 -apple-system,Segoe UI,Roboto,sans-serif;margin:24px}'
'h1{font-weight:700}.grid{display:grid;grid-template-columns:repeat(auto-fill,minmax(420px,1fr));gap:18px}'
'.grid{display:grid;grid-template-columns:repeat(auto-fill,minmax(460px,1fr));gap:18px}'
'figure{margin:0;background:#1d1810;border-radius:10px;overflow:hidden}img{width:100%;display:block}'
'figcaption{padding:8px 12px;color:#cdc4b2}b{color:#ffd9a0}</style>'
f'<h1>PROCITY v3.1 — release money-shot tour (THE FLIP) <small>· seed {SEED} · settled measurements</small></h1>'
f'<div class="grid">{"".join(cards)}</div>')
'figcaption{padding:9px 13px;color:#cdc4b2}b{color:#ffd9a0}</style>'
f'<h1>PROCITY v4.0 — THE REAL MAP <small>· 23 real Australian towns · seed {SEED} · settled</small></h1>'
f'<div class="grid">{cards}</div>')
def main():
@ -131,51 +114,39 @@ def main():
except ImportError:
sys.exit('playwright not installed — tools/.venv/bin/python -m playwright install chromium')
print(f"\033[1mv3.1 RELEASE MONEY-SHOT TOUR\033[0m (seed {SEED} → docs/shots/release_v3_1/)")
print(f"\033[1mv4.0 RELEASE TOUR\033[0m ({len(V4_TOUR)} frames → docs/shots/release_v4/)")
OUTDIR.mkdir(parents=True, exist_ok=True)
srv = ensure_server()
shots, errs_total = [], 0
try:
with sync_playwright() as p:
b = p.chromium.launch()
for grp in GROUPS:
for name, query, seg, cluster, cap in V4_TOUR:
pg = b.new_page(viewport={'width': 1280, 'height': 720})
errs = []
pg.on('pageerror', lambda e: errs.append(str(e)))
boot(pg, grp['flags'])
sfx = grp.get('suffix', '')
for name in grp['street']:
stat = pg.evaluate(STREET_JS, name)
fname = f'{name}{sfx}.png'
pg.screenshot(path=str(OUTDIR / fname))
cap = (f"?classic=1 — the town before v3 (no gig layer, no pools)" if sfx
else f"{stat['draws']} draws · {stat['tris']:,} tris")
if not sfx and stat.get('queue') is not None: cap += f" · queue {stat['queue']}"
if not sfx and name in ('district_posters', 'venue_night', 'queue_night'): cap += f" · {stat['posters']} posters"
shots.append({'name': name + sfx, 'file': fname, 'caption': cap})
print(f" \033[32m●\033[0m {name}{sfx}: {cap}")
if grp['interior']:
info = pg.evaluate(INTERIOR_JS)
if info.get('ok'):
out = OUTDIR / 'gig_interior.png'
pg.screenshot(path=str(out))
cap = (f"{info['venue']} · {info['bandName']} · {info['band']}-piece · crowd {info['crowd']} "
f"({info['fromRoster']} from roster) · {info['draws']} draws · "
f"{info['trisImmediate']:,}{info['trisSettled']:,} tris (pre-load→settled)")
shots.append({'name': 'gig_interior', 'file': 'gig_interior.png', 'caption': cap})
print(f" \033[32m●\033[0m gig_interior: {cap}")
else:
print(" \033[31m✗\033[0m gig_interior: could not stage")
pg.goto(f'{HOST}/index.html?{query}&dbg=1')
pg.wait_for_function('window.PROCITY && window.PROCITY.plan && window.DBG && window.DBG.ready', timeout=25000)
pg.evaluate("() => { const o=document.getElementById('pc-start'); if(o) o.style.display='none'; }")
try:
pg.wait_for_function('() => !window.PROCITY.fleet || window.PROCITY.fleet.ready', timeout=15000)
except Exception:
pass
r = pg.evaluate(SHOT_JS, {'seg': seg, 'cluster': cluster})
pg.screenshot(path=str(OUTDIR / f'{name}.png'))
caption = f"{cap} · {r['name']} · {r['shops']} shops / {r['edges']} edges" + (f" · retail heart: {r['hub']} shops/60m" if r.get('hub', -1) > 0 else '') + f" · {r['draws']} draws · {r['tris']:,} tris"
shots.append({'name': name, 'file': f'{name}.png', 'caption': caption})
print(f" \033[32m●\033[0m {name}: {caption}")
errs_total += len(errs)
if errs: print(f" ! {len(errs)} page error(s) in [{grp['flags']}]: {errs[0][:100]}")
if errs: print(f" ! {len(errs)} page error(s): {errs[0][:90]}")
pg.close()
b.close()
finally:
if srv: srv.terminate()
(OUTDIR / 'contact.html').write_text(contact_html(shots))
print(f"\n\033[1m{len(shots)} shots\033[0m → docs/shots/release_v3_1/ (+ contact.html) · {errs_total} page errors")
sys.exit(1 if errs_total or len(shots) < 6 else 0)
print(f"\n\033[1m{len(shots)} frames\033[0m → docs/shots/release_v4/ (+ contact.html) · {errs_total} page errors")
sys.exit(1 if errs_total or len(shots) < len(V4_TOUR) else 0)
if __name__ == '__main__':

View File

@ -262,11 +262,26 @@ export function installDBG(deps) {
},
// scripted interior visit (drives the record_interior shot + the soak memory-baseline gate)
enterShop(shopId) {
const s = (plan.shops || []).find((x) => x.id === shopId);
if (!s) return { error: `no shop ${shopId}` };
// [Lane F R22 — Lane G's ask] enterShop takes a SELECTOR, not just an id, so cross-repo QA is a
// one-liner on any town without looking ids up first:
// DBG.enterShop(116) → by id
// DBG.enterShop('record') → first shop of that registry type
// DBG.enterShop('The Exchange Hotel')→ by exact name, else name substring (case-insensitive)
// Resolution order is most-specific-first so an id-shaped string can never be shadowed by a name.
enterShop(sel) {
const shops = plan.shops || [];
let s = null;
if (typeof sel === 'number') s = shops.find((x) => x.id === sel);
else if (typeof sel === 'string') {
const q = sel.trim().toLowerCase();
s = shops.find((x) => String(x.id) === q) // id-as-string
|| shops.find((x) => (x.name || '').toLowerCase() === q) // exact name
|| shops.find((x) => (x.type || '').toLowerCase() === q) // registry type
|| shops.find((x) => (x.name || '').toLowerCase().includes(q)); // name substring
}
if (!s) return { error: `no shop matching ${JSON.stringify(sel)}` };
enterShop(s.id, s.name);
return { entered: s.id, name: s.name };
return { entered: s.id, name: s.name, type: s.type };
},
exitShop() { window.dispatchEvent(new CustomEvent('procity:exitShop')); return { exited: true }; },
};