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>
22 lines
1.3 KiB
JSON
22 lines
1.3 KiB
JSON
[
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{
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"name": "musgrave_road",
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"file": "musgrave_road.png",
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"caption": "the frontage \u2014 Monster Robot Party on Musgrave Road, Red Hill, Brisbane. It is on this road in the game because it is on this road \u00b7 Red Hill \u00b7 retail heart: 2 shops/60m \u00b7 95 draws \u00b7 64,109 tris"
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},
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{
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"name": "the_real_crate",
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"file": "the_real_crate.png",
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"caption": "THE REAL CRATE \u2014 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 \u00b7 Monster Robot Party \u00b7 120 records from assets/stock_godverse/3962749/ \u00b7 40 draws \u00b7 40,239 tris"
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},
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{
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"name": "a_mint_crate",
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"file": "a_mint_crate.png",
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"caption": "a MINT crate \u2014 plausible, NOT real: a seeded sample standing in for a shop whose till we don't hold. Same tier, same offline guarantee, different provenance \u2014 and the atlas says so in its own index \u00b7 Presents of Mind \u00b7 16 records from assets/stock_godverse/767/ \u00b7 51 draws \u00b7 30,897 tris"
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},
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{
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"name": "classic_covenant",
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"file": "classic_covenant.png",
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"caption": "?classic=1 \u2014 the exact v2 town, byte-identical forever (0x3fa36874). Five epochs, one covenant \u00b7 Boolarra Heads \u00b7 retail heart: 35 shops/60m \u00b7 156 draws \u00b7 38,855 tris"
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}
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] |