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m3ultra 39cfc3d3ed Lane F R27 (v5.0): the tier-2 reader — pick-then-omit, and the server killed mid-session
#2 THE READER, built to C's §8 ruling (direct wire, no hook) and to what the waves measured,
not to the brief's letter:
  · `pack.gone` set, `price` updated IN PLACE — items[] never added to, removed from, or
    reordered, because its identity AND ORDER are the pick's stability (C §8.3). Filtering the
    array instead reshuffles the crate: C measured ONE sale changing 21 OTHER records.
  · fire-and-forget at room build, 1200ms abort, etag-cached, circuit-broken on first failure.
    The dig never blocks on the network (charter risk #1). No await anywhere near the door.
  · fires ONLY for a real-sourced shop. G's fence 404s a mint shop, and asking anyway would be
    R26's blind probe wearing a server. The manifest already knows which is which.

TIER 2 IS OPT-IN (`?live=1` / `?live=<url>`; absent → byte-identical to the beta). That is the
R26 lesson applied to a server: a default boot that probed for a GODVERSE host would ask a
question with no answer on every machine that isn't John's. Tier 2 is a place you go, not a
thing that happens to you. Auto-discovery is a v5.x question with a reachability contract.

PROVEN IN THE BROWSER (formal smoke class still to land):
  · sold-means-gone, via G's make-fixture (production `gone` is EMPTY — 0 sales since
    2026-07-01 — so a live assert would pass vacuously forever; G built the subject before the
    gate could be born blind): 3 sold → gone[3] → items[] 120→120 IDENTITY AND ORDER INTACT,
    117 survivors, COLLATERAL 0. C called this: both pick-then-omit and filter-the-array hide
    the sold record, so "the gone item never renders" cannot tell them apart — the obvious
    assertion is vacuous and goes green. Collateral is the one that discriminates.
  · KILL THE SERVER MID-SESSION → enter took 13.1ms, worst frame gap 14ms, the crate still
    renders its own 120 real covers, and ZERO console errors. Charter law #1 proven by
    execution instead of assertion — the thing A correctly refused to retire from the risk
    list until this gate went green.

Recorded, not hidden: after a mid-session kill the etag-cached `gone` persists for the session,
so a killed server does not resurrect sold records mid-walk. That is tier-1-plus-last-known, not
tier-1-exactly. It is the honest behaviour (a network blink must not re-stock a shop) and a
server-down BOOT is still pure tier 1 — but it is a nuance the brief's "degrades to tier 1
exactly" doesn't cover, so it goes in writing rather than in the gaps.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:34:42 +10:00
docs Fable (integrator): R27 wave-2 status — F's three load-bearing inputs (pick-then-omit, make-fixture for gone[], the lifecycle switch) 2026-07-17 14:13:39 +10:00
pipeline Lane G R27 (v5.0): tier 2 — the two read endpoints, the three fences, and the gate's missing subject 2026-07-17 13:56:02 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R26 (v5.0-beta): the manifest consumed, the tolerance retired — tag HELD on the mint-id rule 2026-07-17 11:38:44 +10:00
web Lane F R27 (v5.0): the tier-2 reader — pick-then-omit, and the server killed mid-session 2026-07-17 14:34:42 +10:00
.gitignore Fable: R14 kickoff rulings recorded (push done, flag stays opt-in, genres final) + gitignore local session files 2026-07-16 00:59:42 +10:00
B-progress.md Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1) 2026-07-15 20:15:40 +10:00
C-progress.md Lane C R27 (v5.0): the tier-2 seam ruling + LANE_C_PUB v5-FROZEN (ledgers #2, #6) 2026-07-17 13:53:02 +10:00
D-progress.md Lane D round 12: gig band + crowd + patronage surge (?gigs=1) 2026-07-15 19:49:07 +10:00
E-progress.md Lane E R12 (v3.0-alpha gig layer): 5 instruments + 4 posters + 3 gig audio 2026-07-15 19:44:48 +10:00
F-progress.md Lane F R26 (v5.0-beta): the manifest consumed, the tolerance retired — tag HELD on the mint-id rule 2026-07-17 11:38:44 +10:00
G-progress.md Lane G R27 (v5.0): tier 2 — the two read endpoints, the three fences, and the gate's missing subject 2026-07-17 13:56:02 +10:00
README.md Lane F: the v5 README teaser — held three rounds, shipped with the tag 2026-07-17 10:41:50 +10:00

PROCITY

A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.

Run

cd web && python3 -m http.server 8130
# http://localhost:8130            (game shell — Lane B)
# http://localhost:8130/map.html   (2D plan debugger — Lane A)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/RESEARCH.md — what the parent repos already solved, with exact paths to port from.

The lanes (parallel Opus 4.8 sessions)

Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." AE are parallel-safe (disjoint files, standalone test pages); F integrates after they land.

lane mission owns
A — CITYGEN seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION wire AE into one seed-to-town game + QA gates (after AE)

Already in the repo

  • web/vendor/ — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
  • web/assets/gen/ — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
  • web/js/core/ — frozen shared modules: prng.js (seeded-everything law), loaders.js (fail-soft promise-cached GLB/texture + 3GOD depot), canvas.js (text planes).

House laws (short form — CITY_SPEC has the fine print)

Seeded everything, Math.random banned in gen code · the game must run with zero assets · instancing from day one · canvas text, no font files · characters = shared base rigs + one clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.

v3.1 — THE FLIP: the town shows its best by default

The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 24 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.

The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free (?noassets=1) composes with the default boot and stays silent-and-fine.

Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the master off:

flag default what
?classic=1 off the exact v2 boot — all four below off, byte-identical to the frozen baseline
?gigs=0 on the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass
?weather=0 · ?tram=0 · ?winmap=0 on seeded weather · the tram loop · the parallax interior-window shader
?roster=v1 · ?pop=N stream chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster
?dig=0 · ?stock=real dig on crate-riffle on record bins · real GODVERSE sleeves in the stock
?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 — THE REAL MAP: the towns are the product

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 — 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 · data + licences (ODbL): web/assets/towns/SOURCES.md.

v5.0-alpha — THE FIRST REAL CRATE: the shops get real too

v4 made the towns real. v5 makes the shops real — and the first one is standing.

Boot ?plansrc=osm&town=redhill_godverse&stock=real, walk down Musgrave Road into Monster Robot Party (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in it are that shop's real stock: 120 real records off its real point-of-sale, real covers, real titles, real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next boot — because until the live tier lands, the crate is a file, not a shop's ledger.

Stock is a data tier now, exactly like assets — each rung fully playable, each degrading softly to the one below, so the game never depends on a server to be a game:

tier what deterministic?
0 · parody seeded canvas sleeves (v1) — any boot, always works yes — the QA baseline
1 · static real per-shop atlases baked from the shop's own POS yes — atlases are files
2 · live GODVERSE live stock, sold-means-gone (design ratified, not built) no — by design

The offline law: the server enriches, never gates. ?noassets=1 still fetches zero bytes and plays silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's crate; and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874). The world stays seeded and golden-gated — only the stock inside it is data.

Provenance: item photos are each shop's own product shots, 🟢 in-house — flagged before any public or commercial release, and every atlas carries that flag where the QA gate must print it. Real titles and artists are an in-house amendment to the no-real-trademarks law, on the same footing. Nothing an in-game purchase does touches real inventory — v5.0 ships sell-sandboxed by ruling; a real reservation tier is chartered for v5.x, not assumed. Charter: docs/V5_REAL_SHOP.md · economy design: docs/G3_ECONOMY_DESIGN.md. | ?seed=N | 20261990 | town seed |

Release tour: docs/shots/release_v3_1/contact.html — the money shots on the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression + default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the no-giants gate at the seated stature band [0.9,1.5] m.