THE KILL-THE-SERVER GATE, permanent and green (charter law #1 made falsifiable): ARM 1 server-up · gone[3] → 117 survivors · items[] 120, identity AND ORDER intact · COLLATERAL 0 · `gone` carries the atlas id verbatim (R26 fence) ARM 2 killed mid-session · enter 6ms vs control 6ms (Δ+0) · worst frame 204ms vs control 202ms (Δ+2) · room complete from files · ZERO game errors · EXACTLY 1 refused connection ARM 3 server-down boot · pure tier 1, gone[0] · ZERO game errors · exactly 1 refusal SANDBOX · POST/PUT/PATCH/DELETE all 501 · a mint shop 404s The subject exists only because G built `make-fixture`: production `gone` is EMPTY (0 sales since 2026-07-01), so this gate would have passed vacuously forever on live data. CORRECTION 1 — "ZERO console errors on server death" is UNACHIEVABLE, and F measured why. A fetch to a dead host logs net::ERR_CONNECTION_REFUSED at the BROWSER level; no .catch() sees it. To log zero the reader would have to know the server is dead WITHOUT ASKING. One refusal is the irreducible cost of discovering death. F's replacement is strictly stronger: ZERO errors from game code, and EXACTLY ONE refusal — which PROVES the circuit breaker. Without the breaker it is one error per shop entry forever, and "zero" could never tell a working breaker from a broken one because both fail it. F is the beneficiary of this change, so it is filed loudly in §27 for Fable to ratify or overrule, not quietly relaxed. CORRECTION 2 — F's frame assertion was weak: `< 250ms` is a number with no control. ARM 2 first reported worst-frame 201ms and PASSED. But entering a shop rebuilds an interior, which costs the same with or without a server — so an absolute threshold measures Lane C's room build, not the network. The arm now walks the same shop with the breaker tripped and asserts the DELTA: 202ms control, 204ms killed, Δ+2ms. The death cost nothing the room didn't. F told A the same thing one round ago; a number without a control is not a measurement. THE TOUR — 3 of 4 frames, and the 4th is FILED NOT SHIPPED. The real crate (the money shot: its own 120 records, price stickers, the keeper), a mint crate (captioned MINT — plausible, not real), the classic covenant. 0 page errors. The FRONTAGE frame does not land after three attempts and F will not ship a frame that doesn't show what its caption claims: the cluster primitive answers "where is this town's heart", which is not the question a frontage frame asks — Red Hill's heart is 2 shops/60m and does not contain Monster Robot. Next: ask B, who owns the frontage and shipped its mark this round. Re-deriving B's anchor in a tour script is how you get three bad frames. Also: the interior beauty shot came back with the HUD across it — R21's lesson, fixed on the street frames only. Now every DOM overlay is hidden, not a guessed selector list. NOT TAGGED. qa.sh --strict --matrix and the frontage frame remain. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
8 lines
1.7 KiB
HTML
8 lines
1.7 KiB
HTML
<!doctype html><meta charset=utf-8><title>PROCITY v5.0 — THE LIVE CRATE</title>
|
|
<style>body{background:#111;color:#ddd;font:15px/1.6 -apple-system,sans-serif;max-width:1100px;margin:40px auto;padding:0 20px}img{width:100%;border-radius:6px;margin:10px 0}h1{font-weight:600}p{color:#aaa}hr{border:0;border-top:1px solid #333;margin:36px 0}</style>
|
|
<h1>PROCITY v5.0 — THE LIVE CRATE</h1>
|
|
<p>One real record shop, on its real street, holding its real stock — and a server that can die mid-session without the game noticing.</p>
|
|
<hr><h3>musgrave_road</h3><img src='musgrave_road.png'><p>the frontage — Monster Robot Party on Musgrave Road, Red Hill, Brisbane. It is on this road in the game because it is on this road · Red Hill · retail heart: 2 shops/60m · 95 draws · 64,109 tris</p>
|
|
<hr><h3>the_real_crate</h3><img src='the_real_crate.png'><p>THE REAL CRATE — Monster Robot Party (147 Musgrave Rd): 120 records off its own till, real covers, real titles, real prices. Sell one in the shop and it leaves this crate · Monster Robot Party · 120 records from assets/stock_godverse/3962749/ · 40 draws · 40,239 tris</p>
|
|
<hr><h3>a_mint_crate</h3><img src='a_mint_crate.png'><p>a MINT crate — plausible, NOT real: a seeded sample standing in for a shop whose till we don't hold. Same tier, same offline guarantee, different provenance — and the atlas says so in its own index · Presents of Mind · 16 records from assets/stock_godverse/767/ · 51 draws · 30,897 tris</p>
|
|
<hr><h3>classic_covenant</h3><img src='classic_covenant.png'><p>?classic=1 — the exact v2 town, byte-identical forever (0x3fa36874). Five epochs, one covenant · Boolarra Heads · retail heart: 35 shops/60m · 156 draws · 38,855 tris</p> |