PROCITY/docs/LANES/LANE_F_NOTES.md
jing 2498fdc892 Lane F R12: wire the v3.0-alpha gig layer (?gigs=1) — state machine, cover charge, band+crowd, gig audio
F last: five landed lanes → one Friday night. Seed 20261990 → The Thornbury Hotel,
tonight SCREAMING UTES, $10 on the door. qa.sh --strict GREEN 6/6.

- gig_state.js (new, F-owned): quiet → doors (DUSK) → on (NIGHT) → done (DAWN) → quiet.
  Rides lighting's procity:segment event (a poll only sees the segments it samples, and
  missed the night roll entirely); `state` is a getter because B's audio reads it from its
  own rAF while the player is inside a shop.
- ?gigs=1 seam: custom_bands.json fetched in the bootstrap (no fetch flag-off or ?noassets)
  → generatePlanFor(seed, src, {gigs:true, customBands}). 7 of John's 10 names fill the week.
- Cover charge on the R8 buy seam, zero new UI: paid debits once with a toast, re-entry the
  same night is free, broke → polite knockback, free nights walk straight in.
- interior_mode: opts.gig → C's gigKey; D's GigCrew (band 3 + crowd 8, 3 dancing) at C's
  stage/watch points; both disposed with the room (leak-free over 4 cycles).
- Cross-lane fix at the glue: C emits gigKey 'gig-pubrock', E shipped the bed as
  'pubrock-live' — unresolved the pub plays to a silent room and nothing errors. Bridged
  here; C/E/Fable owe CITY_SPEC a contract line. Details + 2 more findings in LANE_F_NOTES §12.
- smoke_gigs (16 gates): schedule determinism, band==3, crowd ≤ watchPoints, dance mix, bed
  resolves, ≤350 draws (47 rig / 171 placeholder), no-giants by STATURE (the band stands on a
  0.32m deck, so world-crown fails a correct band), cover ruling, ?noassets+?gigs.
  Flags-off regression gains a v3 arm: no state machine, no plan.gigs, no pub, no venue geo.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 21:09:56 +10:00

34 KiB
Raw Blame History

LANE F — NOTES (integration runbook + QA gates)

Lane F is integration + QA. It runs after AE land. This file is the durable technical spec: the exact wiring edits, the contracts F needs from each lane, and the QA gate procedures. It is written before AE finished so the wiring is a fast, mechanical pass the moment they do — and so each lane can see the small hook F will ask of it and build it in up front.

Status of this file: living. Update the / markers as wiring lands. Snapshot of lane readiness lives in F-progress.md; run node tools/qa/scaffold_check.mjs for the live matrix.

v2.0 FROZEN (round 9). Nine rounds: seed → walkable town → weather, a shopping crowd, follow-a-ped-into-a-shop presence, and real stock you can buy. Current gate reality + the final v2 flags table live in F-progress.md; qa.sh --strict GREEN 5/5 (scaffold+determinism · consistency · citygen selfcheck · manifest --depot · v2 flags harness STRICT). CityPlan v2 contract frozen by Lane A in CITY_SPEC; validated live by selfcheck (1727/1727) + goldens.


0. Ground truth / environment

  • Repo root on this machine: /Users/m3ultra/Documents/procity (the lane prompts say /Users/jing/Documents/PROCITY — that path is from the authoring machine; use the real path above). Reference repos are cloned alongside: ../90sDJsim, ../thriftgod. Ultra box (existing 3D library / Blender / clip bank): ssh johnking@100.91.239.7.
  • Serve: cd web && python3 -m http.server 8130. Node 26, Python 3.14 present.
  • web/package.json has "type":"module" (Lane A) so node web/js/**/*.js runs as ESM.
  • F never edits another lane's internals. F adds wiring — new files it owns, and small, clearly-marked hook edits at the seams. Where a hook must live inside a lane's file, F first looks for the hook that lane already exposed (see contracts below); the lane owns its file, F owns the glue.

1. Files Lane F owns / creates

path purpose
tools/qa.sh the QA gate runner (scaffold + citygen selfcheck + manifest validator)
tools/qa/scaffold_check.mjs scaffold + PRNG determinism law + live lane-readiness matrix
tools/shots.py Playwright tour-capture → docs/shots/v1_tour/ + contact sheet (ported from 90sDJsim tools/shots.py)
tools/soak.py Playwright 10-minute scripted-walk soak (chunk/heap/leak/error gate)
web/js/citygen/index.js barrel so B's import('./js/citygen/index.js') resolves to A's plan.js (§3.1)
web/js/world/interior_mode.js interior bridge — B's shell ↔ C's buildInterior; owns the interior mode branch (§3.2)
docs/V2_IDEAS.md parked-scope catalogue
docs/shots/ reference shot tree (laneA…E/, v1_tour/, before/, references/)
F-progress.md status report for fable

The wiring is kept as focused F-owned modules (e.g. interior_mode.js) that the shell imports, rather than logic sprinkled through B's files. Each seam edit inside index.html is one line, commented [Lane F integration], and reversible. That keeps ownership clean: B owns the shell + mode machine, C/D own their libraries, F owns the glue modules and the marked seams that call them.


2. Contracts F depends on (verify these as lanes land)

Pulled from CITY_SPEC + each lane prompt. The scaffold check's readiness matrix tracks presence; these are the shapes F wires against. If a lane ships a different shape, fix it here and in the wiring, not by guessing.

⚠ Corrected against the REAL landed code (2026-07-14). The bullets below are what the lanes actually shipped — several differ from the spec-derived guesses in an earlier draft (verified by reading each file + the Lane F self-audit workflow).

Lane A — web/js/citygen/plan.js (landed, verified)

  • generatePlan(citySeed) → CityPlan (schema in CITY_SPEC §Layer 1). <3ms, deterministic, JSON-clean.
  • chunkIndex(plan) → { chunkSize, chunks } where chunks["cx,cz"] = { lots:[id…], shops:[…], edges:[…] } (a plain object, not a callable; a lot may bucket into several chunks). Also exports chunkKey(cx,cz).
  • web/js/core/registry.js exports SHOP_TYPES — per type { label, facades:[<full filename>.jpg…], sign, interior, fittings:[…], storeys:[min,max], hours:{open,close} }. facades are full filenames (facade-timber-teal.jpg), not bare keys — see the skins seam in §7.
  • web/map.html — 2D plan viewer (verified rendering real towns). web/js/citygen/index.js is the barrel Lane F added so the shell's import('./js/citygen/index.js') resolves (§3.1).

Lane B — web/index.html + web/js/world/* (landed, verified live)

  • Mode state machine MODE ∈ {map, street, interior} (interior branch not yet used), one renderer.
  • createChunkManager(plan, scene, ctx) — a factory, not a class; returns { update(pos), warmup(pos), getColliders(x,z), setNight(bool), getDoorMeshes(), count, dispose() }. No onChunkBuilt/onChunkDisposed lifecycle hooks — so §3.3 must drive citizens off the street graph, not chunk lifecycle (or F adds a hook; prefer graph-driven).
  • Door pick is wired via HUD: createHUD({ onEnterShop: (shopId,name)=>enterShop(...) }); enterShop() dispatches procity:enterShop and is otherwise a stub (hud.showToast('interiors coming')) — this is the seam F completes in §3.2. Interior returns via procity:exitShop.
  • HUD shows draws / tris / fps / seed / time-of-day (F reads these for the budget gate).
  • Exposes window.PROCITY = { plan, scene, camera, renderer, chunks, lighting, player, skins } (F builds the window.DBG harness hook on top of this — §4).

Lane C — web/js/interiors/interiors.js (landed, verified)

  • buildInterior(shop, THREE, opts={registry,archetype,stockAdapter}) → { group, spawn:{x,z,ry}, exits:[…], places:[…], dims, recipe:{counterPos,…}, dispose() }. Matches the wiring plan.
  • Caller must attach lot dims: pass { ...shop, lot: plan.lots.find(l=>l.id===shop.lot) }. dispose() frees tracked GPU resources (soak gate asserts baseline).

Lane D — web/js/citizens/* (landed, verified)

  • sim.js exports class CitizenSimnew CitizenSim({ renderer, scene, camera, citySeed, graph, fleet, group }). It is street-graph driven, not per-chunk: there is no spawnRoster/despawn/setDaySegment — build it once from the street graph and tick it in the loop.
  • keepers.js exports class KeeperManagernew KeeperManager({ camera, citySeed, fleet }), then spawn(target, { x, z, ry, shopId, type }) → handle, remove(handle), disposeAll(), update(dt, playerPos). (Not spawnFor/disposeFor.)

Lane E — web/assets/manifest.json + pipeline/validate_manifest.py

  • Manifest: {depot, fittings:{id:{file,footprint,thumb}}, furniture:{…}, skins:{facade,sky,ground,wall,interior}}.
  • python3 pipeline/validate_manifest.py green (F's gate 5 runs it).
  • B/C read the manifest for GLB upgrades; primitive fallbacks must still fire under ?noassets=1.

3. Wiring checklist (LANE_F §Wiring — expanded to exact steps)

All of this lives in web/js/world/wiring.js (F-owned) + the minimal hooks each lane exposes.

3.1 Plan source swap (A → B) DONE (verified live)

  • Lane B already reads ?seed=N (default 20261990), guards the citygen import, and surfaces the town name + seed in the start panel and HUD. But it imported ./js/citygen/index.js, which did not exist (Lane A shipped plan.js), so it silently fell back to the 14-shop fixture.
  • Fix: Lane F added web/js/citygen/index.js (barrel re-exporting generatePlan/chunkIndex/chunkKey from plan.js). Verified live: shell logs "using Lane A generatePlan", HUD shows the real town ("Boolarra Heads", 523 shops), 31 chunks stream.
  • Map key M is wired by Lane B to an in-shell minimap (not map.html). Fine for v1.
  • Gate: plan determinism asserted green by scaffold_check.mjs. Map-PNG determinism pending the shot harness + DBG hook (§4).

3.2 enterShop → interiors (B ↔ C) DONE (verified live, 2026-07-14)

Implemented as an F-owned bridge module web/js/world/interior_mode.js (createInteriorMode), plus a thin marked seam in the shell. The bridge renders the interior into its own dark THREE.Scene — the street scene is simply left frozen (not disposed → instant return, CITY_SPEC L3 "pause, not dispose"), which is cleaner than hiding B's ground+chunk meshes in a shared scene.

enterShop(shopId, name):                                  // shell seam (was the toast stub)
  shop = plan.shops.find(s => s.id === shopId)            // id is numeric; matches door.shopId
  lot  = plan.lots.find(l => l.id === shop.lot)           // attach {w,d} — Lane C sizes the room to it
  interiorMode.enter({ ...shop, lot:{w,d} }, name); setMode('interior')
interiorMode.enter(shop):                                  // F module
  current = buildInterior(shop, THREE); scene.add(current.group)  // Lane C
  doorReturn = {x,y,z,ry of the player on the street}
  camera → current.spawn (x, 1.6, z, ry); exitArmed = false
loop [MODE==='interior']: if interiorMode.update(dt,keys) leaveShop()
  update: walk via current._debug.grid occ/bounds (mirrors interior_test.html) → renderer.render(ownScene)
          exit arms once player steps >2m from the door, then fires within 1m of exits[].toStreet
leaveShop() / 'procity:exitShop' / Esc(unlock):            // three exit routes, all → leaveShop
  interiorMode.exit(): current.dispose() (frees GPU + unparents); camera → doorReturn
  setMode('street')                                        // pointer stayed locked → walking resumes at once
  • Verified live (seed 20261990 "Boolarra Heads"): door → Toy Shop "Numbat Playthings" renders (ivy wallpaper, stocked shelves, counter, exit doorway); exit state-machine correct (no instant-exit at spawn; arms then fires at the door); leak-free — GPU memory 134 geo/37 tex → 217 loaded → back to 134/37 after dispose(). Swept all 9 shop types (toy/video/pawn/ opshop/book/record/stall/dept/milkbar), every one ok+pathOK+leftClean, worst build 8.4ms (budget 50), zero console errors.
  • Gate: determinism (byte-identical placement per seed) is asserted by Lane C's own soak page; memory-to-baseline after dispose() confirmed above. Real pointer-lock walk-in is the one bit the automated browser can't drive — needs a human (or the DBG hook in §4).

3.3 Citizens + keepers (D)

Keepers DONE (verified live). Wired into the interior bridge (interior_mode.js), not the shell: new KeeperManager({ camera, citySeed: plan.citySeed })no fleet passed → asset-free placeholder actor (rig-fleet upgrade is later, with §3.4). On enter, find the counter interactable (places.find(p => p.userData.keeperStand) — Lane C tags {x,z,ry} there) and keepers.spawn(interior.group, { x, z, ry, shopId, type }); tick keepers.update(dt) each interior frame (playerPos defaults to the camera); keepers.disposeAll() on exit, before the room disposes.

  • Verified: placeholder keeper (11-mesh humanoid) stands at the counter pose (record shop: {2.55,-2.46, ry 1.571}), turns to greet a nearby player (0.21 rad) and eases back when they leave (~0), disposes to 0. Leak-free: 5 enter/leave cycles over 5 shop types → after-leave memory constant at 96 geo/16 tex, net growth 0; 0 console errors.

CitizenSim (street peds) DONE (verified live). Happy surprise: plan.streets already IS the graph{ nodes:[{id,x,z}], edges:[{id,a,b,width,kind}] } — so graph: plan.streets passes straight in, no adapter needed (the runbook's earlier streetGraphFrom is unnecessary). In the shell: new CitizenSim({ renderer, scene, camera, citySeed: plan.citySeed, graph: plan.streets }), setPopulation(140) (?pop= tunable), then in the street branch each frame: setTimeOfDay((clk.seg + clk.frac)/6) + update(dt) — note update takes only dt and reads this.camera.position internally (the runbook's update(dt,pos) was wrong). visibilitychange → setPaused. No fleet → asset-free placeholder(near)/impostor(mid) tiers; sim self-manages NEAR/MID/FAR LOD off camera distance (not chunk-driven — chunks.js has no lifecycle hook).

  • ⚠ gotcha (fixed): getClock().hour is a display string ('12:30'), so hour/24 → NaN → 0 peds. Use the numeric day fraction (seg + frac)/6 instead.
  • Verified: 140 pop → 96 active midday (density curve; ~7 at night), peds walk footpaths at ~1.5 m/s, deterministic per seed (Lane D property; F passes the same graph+seed). Budget: 1 near placeholder ≈ 11 draws (11 meshes), bounded by NEAR_MAX=24; but a hamlet never fills it — worst across all 6 main/high edges was near 3, ~191 composer draws (budget 300). Coexists with interiors+keepers (round-trip regression clean); 0 console errors.
  • Note for §3.4: placeholder near-tier is the draw cost; the rig-fleet upgrade (shared meshes + impostor promotion) is what lets ?pop= rise well past 140. Until then 140 is the safe lively default.

3.4 Manifest + ?noassets + rig-fleet upgrade DONE (R3, verified live)

Wired in the shell (all gated by NOASSETS = ?noassets=1):

  • Rig fleet: loadPedFleet('models/peds/') (19 char GLBs + walk/idle clips exist locally) → passed to new CitizenSim({…,fleet}) and (via createInteriorMode({…,fleet})) to KeeperManager. Peds + keeper upgrade placeholder→shared GLB rigs once fleet.whenReady resolves (verified: citizens.mode==='rig', keeperKind==='rig', detailed characters on the street + behind counters).
  • Interior GLB: preloadManifest() at boot + buildInterior(shop,THREE,{useGLB:!NOASSETS}) → Lane C glb.js swaps fitting primitives for depot GLBs (depot:<file> → 3GOD, reachable). Verified: bookshop fittings load real GLBs (+8 meshes, dense shelves). Not all kinds mapcounter is intentionally primitive; record_crate is a known-failing GLB → fail-soft to primitive.
  • ?noassets=1: fleet=null, manifest not preloaded, useGLB=false. Verified zero network (Performance API: 0 GLB, 0 depot, 0 manifest, 0 ped-model requests); 100% primitive, still legible.
  • Leak-free: rig keeper + interior GLBs dispose clean — the persistent geometry is the intentional shared loadGLB cache (cold entry +N geo, re-entries flat: proven cycle2/3 = 189→189). soak.py pre-warms this cache so the gate is honest.
  • ⚠ finding (D/E): GLB character models are triangle-heavy (~45k each near rig) → busiest view tris ~279k, soak peak ~1.0M, over the 200k soft budget. Draws are fine (~200/300). Decimate the ped GLBs (and heavy fittings) to hit the tri budget; F holds ?pop=140 until then (raising pop adds near rigs = more tris). See Cross-lane requests §9.

3.5 Hours / closed shops DONE (R3, verified live)

  • currentHour() parses lighting.getClock().hour ('HH:MM'→float); isOpen(shop) = open ≤ H < close. Both exposed on window.PROCITY. enterShop gates on it: closed → 🔒 CLOSED · opens HH:00, no build.
  • Lane A ships exactly one openLate:true landmark/town — always the video rental (Video Regal [11,23] etc.). Verified: midday toy shop [10,16] enters; night (22:00) toy shop blocked, only the video shop opens (the night destination).
  • Cross-lane (B): the facade visual closed-state (dark windows + CLOSED plate) + a "CLOSED" door tooltip are Lane B's rendering — window.PROCITY.isOpen(shop) is the predicate. See §9.

3.5 Hours / closed shops (A data → B facade + C gate)

  • isOpen(shop, seg) from shop.hours:[open,close] vs the current day segment (map 6 segments → hour). Closed ⇒ B renders dark windows + CLOSED plate (facade state); enterShop → locked toast.
  • Exactly one late-night shop per town (Lane A seeds a shop whose hours run late). F asserts it exists: plan.shops.some(s => s.hours[1] >= 22) (tune threshold to A's convention).
  • Gate: at night, ≥1 open shop; closed shops visibly closed + un-enterable.

4. QA gates — ALL GREEN (v1.0 criterion met, R4). tools/qa.sh --strict is the static umbrella.

Measured against the fully-committed R4 tree (seed 20261990, "Boolarra Heads"), verified live + by a 6-auditor adversarial v1-readiness workflow (2026-07-14) → GO.

# gate criterion result (R4)
1 Determinism seed → identical plan (deep-equal + golden fingerprint) + selfcheck scaffold_check green; selfcheck 1301/1301, fingerprint 0x3fa36874 (intended A2 shift, not drift); two node processes → identical sha256(plan) per seed; chunkIndex covers every lot
2 Soak walk ≥30 chunks, ≥15 shops; geo/tex baseline after each interior; heap stable; 0 console errors 37 chunks, 20 shops, heap 38→38 MB, 0 errors, leak-free
3 Budget busiest intersection: ≤300 draws, ≤200k tris (settled clean measure) draws 138 · tris ~31k (baseline 372k; peds decimated 924k→46k ≤3k each, D2 sign-off)
4 Asset-free ?noassets=1 full playthrough, zero crashes, zero network heap 13→13 MB, 0 errors, 0 asset requests
5 Selfchecks selfcheck.js + validate_manifest.py --depot green via qa.sh qa.sh --strict 4/4; manifest --depot: 23 GLBs live, 0 err
6 Shots docs/shots/v1_tour/ 10 beauty shots + contact sheet 10 full-frame 1280×720, no letterbox, 3 new poses resolve; incl. §3.5 night closed-facade (CLOSED plates + lit openLate video) + real record/opshop interiors (keeper + hero props)

Note: soak peak-draw/tri warnings are transient teleport/impostor-atlas-bake sampling spikes; gate 3's settled busiest-intersection measure is the authoritative budget check (draws 138 / tris 31k).

DBG hook — LANDED (Lane B web/js/world/dbg.js, ?dbg=1)

window.DBG exposes ready / shot(name) / teleport(x,z,ry) / setSegment(seg) / enterShop(id) / exitShop() / info() and drives tools/shots.py + tools/soak.py (mirrors 90sDJsim's window.DBG). Bookmarks: street_noon, arcade, market_square, milkbar_dusk, night_neon, crossroads_busy, residential_collar, warehouse_fringe. Interior tour shots (record/opshop) are captured by enterShop(id) directly (not via shot(), which forces street mode) — see tools/shots.py.


5. Order of operations once lanes land

  1. node tools/qa/scaffold_check.mjs — A's plan determinism + registry confirmed present.
  2. Wire §3.1 (plan swap) → generated seed boots on the shell (barrel + skins fix, verified live).
  3. Wire §3.2 (interiors) → door opens, enter/walk/exit + dispose verified across all 9 types.
  4. Wire §3.3 (citizens + keepers) → keeper greets at the counter; peds walk the graph, budget-safe.
  5. Wire §3.4 (manifest + ?noassets + rig-fleet) and §3.5 (hours) — all verified live (R3).
  6. ◑ Gates: 2 & 4 PASS (soak/asset-free), 5 GREEN (--depot), 3 tris-blocked on D/E decimation, 6 shots need Lane B bookmark poses. docs/shots/v1_tour/ captured.
  7. tools/qa.sh --strict green + gate 3 tris ⇒ tag v1 (pending D/E ped-GLB decimation).

7. Live smoke-test findings (2026-07-14, real generated town, seed 20261990)

Booted the wired game in a browser and drove the camera via window.PROCITY. State: Boolarra Heads · 523 shops · 711 lots · 31 chunks live · 31 door meshes · 24.7k tris.

  • Seed → real town works after the barrel fix (§3.1). Contiguous strip, awnings, verandah posts, doors, windows, gum trees, sky dome, 6-segment day cycle — all render.
  • Facade skins seam (FIXED). skins.js facadeMat built assets/gen/facade-<name>.jpg but Lane A's facadeSkin is the full filename (facade-fibro-blue.jpg) → every facade requested facade-facade-…jpg.jpg (404 → flat colour). Lane F normalized the name at the facadeMat chokepoint (strip a leading facade- + image extension; idempotent for bare keys). Verified: facade JPEGs now return 200 OK, town is textured. Root cause is a cross-lane naming contract ambiguity — registry stores filenames, skins.js expected bare keys. Worth a CITY_SPEC line so ground/awning/interior skins don't hit the same trap.
  • Budget: ~334 draw calls at spawn (radius 3), over the CITY_SPEC ≤300. Tris fine (~25k). Options for Lane B: drop default radius to 2, or merge more per chunk. Gate 3 will fail until shaved.
  • Interiors not wired (§3.2), citizens not wired (§3.3), manifest/?noassets not wired (§3.4) — the remaining integration passes.

8. Open questions for the lanes (surface, don't guess)

  • B: will you expose the window.DBG hook (§4) and the ChunkManager lifecycle callbacks (§3.3)? If not, F wires citizens via a MutationObserver-style scan — slower, please prefer callbacks.
  • A: which field marks the "open late" shop, and what's the hours encoding (24h ints? segment idx)?
  • C: does places tag the counter slot with a stable kind:'counter' so keepers find it?
  • E: is ?noassets honored inside your manifest-consuming code, or does F gate it at the shell?
  • D: roster spawn/despawn API name + does it accept a chunk key directly?

9. Cross-lane requests (Lane F → others, R3) — the integration surfaced these; not silent-editing your files

→ Lane D / Lane E — decimate the ped GLBs (blocks gate 3 tris). The rig fleet (web/models/peds/*.glb) is wired and works, but the character models are triangle-heavy: ~45k tris each near rig, so the busiest-intersection view hits ~279k tris (soak peak ~1.0M) vs the 200k CITY_SPEC budget. Draws are fine (~200/300 — the shared-mesh sharing worked). Please decimate/LOD the 19 ped GLBs (target ≤~1015k tris each) so gate 3 passes; then F can raise ?pop= past 140. Same applies to any heavy interior fitting GLB.

→ Lane B — three dbg.js / shell items:

  1. shots.py bookmark poses (gate 6). dbg.js BOOKMARKS defines street_noon/arcade/market_square/ milkbar_dusk/night_neon, but F's v1_tour also uses warehouse_fringe / residential_collar / crossroads_busy — these fall back to street_noon (identical frames). Please add those 3 poses.
  2. shots letterbox. In headless (1280×720), DBG.shot()composer.render() renders into a square sub-region even though renderer/canvas/camera are correctly sized — the EffectComposer render targets don't rebuild on the initial resize. A real viewport toggle in shots.py didn't fix it; likely the composer needs an explicit setSize/reset on first shot(). (In-game, real window sizes render fine.)
  3. §3.5 closed-facade visual. F gates enterability by hours (window.PROCITY.isOpen(shop)); the visual closed state — dark windows + a CLOSED plate, and a "CLOSED" door tooltip in hud.js — is your facade/HUD render. Predicate is ready on window.PROCITY.

Note: F-owned harness bugs found + fixed this round (so the gates actually run): shots.py/soak.py polled window.DBG before its async install (race → false "absent"); read DBG.plan (unexposed → use window.PROCITY.plan); enterShop({shopId}) vs the bare-id contract; shop.lot treated as an object (it's a lot id); soak now pins midday (else §3.5 closes shops mid-walk) + pre-warms the shared GLB cache (else the one-time upload reads as a leak) + budget peaks demoted to warnings (DBG.info samples spike during streaming; gate 3's clean single-pass is authoritative).


10. Round 5 — v1.1 close-out + v2 flag seams (Lane F tracking)

Round 5 (v1.1 polish + v2 foundations behind flags). v2 prime law: default boot stays v1-identical; GOLDEN.hash 0x3fa36874 must not move; qa.sh --strict green at every commit.

v1.1 tag — WATCH (blocked on C1 + E1)

Tag v1.1 once Lane C re-maps counter_till + record_crate (C1) and Lane E bakes the hero props ≤8k (E1). F then: verify record/milkbar/opshop interiors (GLB counter+till correct, bins upgraded, baked props look right), re-capture ONLY the 2 interior tour shots if improved, qa green → git tag v1.1 (local). Nothing to tag yet — HEAD 039c179, no round-5 lane commits.

v2 flag seams — table (F wires web/index.html + tools/ as lanes document them)

Every flag default-off + independent. Wire only from the owning lane's NOTES call-site spec.

flag owner what F wiring state
?plansrc=osm A second plan source (OSM fixture) behind the CityPlan contract select in shell plan bootstrap A did not run R5 — task carries to R6
?winmap=1 B parallax interior-mapping window shader none needed (self-contained in buildings.js) landed 2a923b6
?dig=1 C dig.js crate-riffle on procedural stock wired by F (26d68cd): DIG_ONinteriorMode, Esc/pointer-lock guards landed 7131f53 + F2
?roster=stream D chunk-streamed citizen roster none needed (self-contained in sim.js) landed 93a3168

(table updated by Fable in the R5 review — F3 harness extensions below did NOT land in R5; they are the top Lane F item for R6.)

v2 QA harness extensions (F3) — build as flags land

  • Determinism gate: pin plan-hash + first-interior-hash per (seed, plansrc). Synthetic stays 0x3fa36874; add the osm-fixture hash when A lands.
  • Flags-off regression check: boot no-flags → assert plan hash + a settled draws/tris snapshot within tolerance of the v1 baseline (catches a v2 flag leaking into the default path). This is the enforcement arm of the v2 prime law — build early, before flags land.
  • v2 smoke: boot each flag on, walk 2 chunks, enter 1 interior (+1 dig if C landed), 0 console errors. Wire into qa.sh as a non-strict (warn) gate this round; strict next round.

Marshal

Shared-tree arbiter this round: F owns web/index.html + tools/; if two lanes collide on a file, F arbitrates. Cross-lane asks → the owning lane's NOTES, not silent edits.


12. Round 12 — v3.0-alpha gig layer (?gigs=1). F wires it last; findings below.

What F built. web/js/world/gig_state.js (new, F-owned) — the Friday-night state machine; the ?gigs=1 seam + custom_bands.json bootstrap in index.html; the cover charge at the door; the band + crowd + gig-bed wiring in interior_mode.js; smoke_gigs in tools/flags_check.py (6 gates) + the v3 arm of the flags-off regression.

The state machine (gig_state.js) — the two things that are load-bearing

  1. It listens, it doesn't poll. lighting.js dispatches procity:segment on every segment change; the latch rides that. A poll-only machine sees only the segments it is sampled on — driving NIGHT→DAWN→MORNING→NIGHT with nothing reading in between (player inside the pub, audio muted, so neither F's street loop nor B's audio rAF is reading) skipped the night roll entirely: the night never advanced and the cover was never due again. Caught live, fixed, re-verified.

  2. state is a getter, not a field. B's audio engine self-ticks on its own rAF and reads PROCITY.gigs.state while the player is inside a shop — i.e. when F's street loop is not running. A pushed field goes stale there and the spill lies about the gig.

  3. The night rolls on WHERE the clock lands, not on watching done go by. First cut incremented the night when leaving 'done' forwards — which meant a clock jump straight from NIGHT to MORNING (never touching DAWN) never rolled the night at all, and a broke punter walked in on last night's paid stamp. smoke_gigs caught it; stepping with [/] always passes through DAWN, so only a jump (DBG/shots/soak all jump) exposed it. Now: the latch clears wherever it clears, and landing in the daytime (MORNING…ARVO) is what rolls the night; landing on the doors means we rewound out of the gig — same night, stays paid.

done is real, not decorative: the segment→hour map tops out at NIGHT (22:00) so the gig owns the whole night segment, and "after the gig" can only be DAWN (closing time — band packing up, crowd draining per A's closing-time ruling). Latch clears on any non-DAWN segment so rewinding the clock ([) doesn't leave done stuck on a midday town — it did exactly that on the first verify.

⚠ Finding 1 (Lane C ↔ Lane E) — the gig bed key never met. F bridged it; needs a contract line.

LANE_C_PUB.md asks E to name the live bed gig-pubrock (C emits room.audio.gigKey = 'gig-' + genreKey). E shipped it as pubrock-live (gig:true, types:['pub']) — which is also the key B's street spill hardcodes. Neither is wrong; they just never met. Unresolved, AUDIO.music['gig-pubrock'] is undefined and the pub plays to a silent room — and because the audio law fails soft, nothing errors: you just get a band miming. F resolves it at the glue (interior_mode.js GIG_BED + a generic gig-<genre><genre>-live fallback). This is the R1 facade-skin filename trap again (registry stored filenames, skins.js expected bare keys). → C/E/Fable: pick one and put it in CITY_SPEC as a named contract, so genre #2 doesn't rediscover this. F's smoke now asserts gigKey resolves.

⚠ Finding 2 (Lane D + Lane E) — E's instrument GLBs landed; nothing wires them.

E shipped 5 instrument GLBs this round (electric_guitar, bass_guitar, drum_kit, guitar_amp, mic_stand, all in manifest.fittings with footprints + thumbs). D's band holds primitives and published spawn(..., { instrumentFor }) as the injection seam — D-progress says E's GLBs "drop in via opts.instrumentFor(role) when they land". They have landed. Nobody owns the join. Not blocking (asset law: a primitive band is still a gig, and it reads fine in the shot), but it is a dangling R12 deliverable. F did not do it silently: picking manifest ids and orienting/scaling instruments inside D's rig is D's call, and the R12 no-drummer question below wants answering in the same pass. → R13.

⚠ Finding 3 (ROUND12 spec ↔ Lane C) — the band has no drummer.

ROUND12 §Lane D.1 specifies "guitarist/bassist strum-sway, drummer seated bob", and E was asked for "drum kit (one merged kit)". C's stage.bandPoses are guitar / vocal / bass — a front-line trio; the drum riser is set-dressing with no pose. D built to C's poses and flagged it. So the shipped alpha band is 3-across-the-front with a mic stand where the spec expected a kit. Cosmetic, non-blocking, deterministic — but it is a spec/implementation divergence that no gate can catch. → Fable/John: rule for R13 (add a 4th drums pose on the riser, or amend the spec to a front-line trio).

Gate lesson — "no giants" must measure STATURE, not world crown.

The R10 gate asserts head-bone world Y ∈ [1.4, 2.0]. The band stands on C's 0.32 m stage deck, so a perfectly human 1.73 m guitarist has a world crown of 2.05 m and a naive world-Y check fails a correct band (it did, first run). smoke_gigs measures crown base.y for the band/crowd and keeps the world-crown assert only for "never clips the ceiling", which is the real R10 failure mode. tools/qa/interior_scale_check.py is unchanged (keepers/browsers stand on the floor, base.y = 0) — but if anyone ever puts a keeper on a platform, that gate inherits this bug.

→ Lane B (small, R13): no venue bookmark for shots

dbg.js BOOKMARKS has no venue pose, and DBG.shot(name) forces street mode and re-poses/re-segments — so there is no way to drive a scripted "lit pub frontage at night, gig on" street shot (the alpha's other money shot; your marquee + posters + spill are the whole street story of this round). F verified the frontage lights correctly (emissiveIntensity 1.7 at on, 71 draws / 29.6k tris at the venue) but shot it by hand. Ask: add a venue_night bookmark (pose at the pub frontage, seg:5) — then F's tools/qa/gig_shot.py can capture the street side too. This is the same "3 missing bookmark poses" ask from R3 §9, so it may be worth doing the set in one pass.

Harness note — where the browser gates actually run

This session's box had no Chromium and no Chrome, so every Playwright gate (flags harness + scale gate) is un-runnable locally until tools/.venv/bin/python -m playwright install chromium. The repo at /Volumes/m3ultra/Documents/procity is a mount of m3ultra's ~/Documents/procity — same tree, so ssh m3ultra@100.89.131.57 runs the real gates on the real files. Gotcha: node is not on the non-interactive ssh PATH — env PATH=/opt/homebrew/bin:$PATH tools/qa.sh --strict, or every node gate reports a bogus FAIL (node: command not found).

R12 numbers (measured, seed 20261990 → "Boolarra Heads", venue = The Thornbury Hotel)

thing number
gig-night interior, rig fleet 4250 draws · ~40k tris (budget ≤350)
gig-night interior, ?noassets=1 placeholders (worst) 171 draws (budget ≤350)
gig-night street at the venue 69 draws · 29.6k tris (budget 300 / 200k)
band / crowd 3 on the deck · 8 at 8 watch points · 3 dancing / 5 standing
figure scale band stature 1.681.77 m (crown ≤2.09 m under a 4.0 m ceiling); crowd 1.601.77 m
leak, 4 gig enter/exit cycles geo 66→66 · tex 63→63 (zero)
tonight's covers (7 nights) 10, 0, 0, 3, 2, 0, 9 — 3 free of 7 (~half, as seeded)
custom band names surfacing 7 of John's 10 fill all 7 nights; ?noassets=1 → pure generator