PROCITY/F-progress.md
m3ultra 8ac3b18b36 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>
2026-07-16 22:32:32 +10:00

46 KiB
Raw Blame History

PROCITY — Lane F progress (INTEGRATION & QA)

Session: 2026-07-14 · Author: PROCITY-F · For review by: fable


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 tourdocs/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 and held on evidence), the slot simply didn't execute; the round also left C's door-soak, B's selector index, and D's relocation finding open. R21 closed all four.

R21: the beta gate. Waves [A,B,E] → [C,D] → [F]. All five lanes in; F gated:

  • Matrix 10 towns × 7 gates — boot/determ/district/roads/tram/noassets green on all ten; selfcheck 154141/154141; qa.sh --strict GREEN.
  • Tram dimension (new) — B's R20 ruling verified exactly: Newtown runs 16 stops (was 149 — B's phantom fix), Castlemaine 10; Katoomba/Fremantle/Bendigo fenced at 3/2/1 shops fronted. Needed a new seam: the shell now exposes window.PROCITY.tram (B built routeInfo for F's smoke; nothing published it).
  • ⚠ venue_night re-measure — recorded, premise falsified. A's cap worked (posters 438→111) but the density widening ate it: katoomba 200,965 (+965) → 221,935 (+21,935, +11%); bendigo 201k. Draws fine (151/300). Filed as R22's first item (the tri-diet backlog already lives there).
  • Selector ruling — always in the HUD (the towns are the product), + the corollary that F's harness must hide the HUD for beauty shots (the R19 alpha shot's selector-in-frame was F's own gap).
  • Beta money shotFremantle's real street at golden hour: a corridor of shopfronts, footpaths, a crossing, and a genuinely busy crowd. Tag v4.0-beta.

Round 1819 (v4.0-alpha REAL ROADS) — F held R18 correctly, then closed R19

R18: F did NOT run — the gate would have failed by design, so F held the tag and filed the failure list (the alpha's charter deliverable). Real roads landed structurally but the selfcheck was RED (katoomba golden unpinned + poster-kerb breach on all 5 real towns) and the town was fragmented (20 shops over 799 edges = an empty field). Classic/default stayed frozen — the alpha changed nothing outside the cache path. Fable's verdict agreed: "F never ran — correctly."

R19: the close. A resolved the findings (fragmentation cull/join, poster clamp, goldens pinned), D re-measured, B shipped the town selector. F ran:

  • B's BIG_CITY one-liner (e6fcb7b, early): shops>120 || edges>200 — real Katoomba's 799-edge graph now streams like a big city. 280k → ~12k tris. B proved it; F owns index.html.
  • The alpha gatetown_matrix.py grew a roads dimension (a v2 cache must build the REAL graph, mode='roads' via the plan_osm report sink); classic/default proven untouched; budgets in the green.
  • The money shotKatoomba's real main street: asphalt + lane markings, footpaths, a pedestrian crossing, a walking crowd, gig posters, B's town selector in-frame. PROCITY's look on real bones. Tag v4.0-alpha. (Honest note: 19 real shops sit ~1/edge — a real street, not yet a dense strip; density is a v4.0-beta concern.)

Round 17 (v3.2 THE TAIL + THE SCOUT) — F: the town matrix + the close

The tail drained (drummer lean + bench-sit, wind sway, backline verify, --verify fix) and E's real-map scout landed (5 real AU town caches + A's cache contract + hardened plan_osm). F closed it.

  • Real towns boot in the engine — the barrel re-exports registerTownCache; the shell fetches + registers assets/towns/<key>.json before the plan generates (fail-soft; opt-in; never on default/classic). ?plansrc=osm&town=bendigo_realBendigo, 9 shops, 3-venue district, 0 errors.
  • Town-matrix smoke (tools/qa/town_matrix.py, qa.sh --matrix) — 10 towns × 5 gates all green: 2 synthetic + 3 fixtures + 5 real caches, each boot / deterministic / in-budget (69216 draws) / a 3-venue district / silent under ?noassets. Castlemaine at the 6-shop floor still lands a district. The existing CityPlan contract eats real Australian geography — the v4 = THE REAL MAP evidence.
  • Close: qa.sh --strict --soak green, docs (LANE_F_NOTES §17, README), tag v3.2.

Round 16 (v3.1 THE FLIP) — F bookends; the town shows its best by default

The gig layer soaked through three v3 stages, so v3.1 flips it (and the mature v2 flags) ON by default. F owns the flip; AE landed their polish against it (seated drummer, town-wide pools, backline, corner-poster).

Opening commit a4946b7 (the round's foundation):

  • The flipindex.html CLASSIC + flagOn(): gigs/weather/tram default-on, loadPedFleet({sit:!CLASSIC}), window.PROCITY.flags; buildings.js winmap default-on + classic-aware. ?classic=1 forces the exact v2 boot.
  • The covenant movedflags_off_regression → classic_regression (byte-identical 0x3fa36874); a new default_boot_gate (all four flags on, gig layer present, gig golden 0xb1d48ea1, budget); every gig smoke re-pointed to the DEFAULT boot; qa.sh gate renamed.
  • Seated-stature gate (ledger #3) — interior_scale_check.py + flags_check.py accept procitySeated figs at [0.9,1.5] m; the drummer passes at 1.32 m.

Verified: ?classic byte-identical (0x3fa36874, gig absent); default = full town (3 venues / 3 genres, gig golden, 112 draws @ venue block); classic/default/district/continuity/cover all green. Close: re-baseline, re-shot tour → release_v3_1/ + a ?classic=1 before/after, docs (CITY_SPEC v3.1 flip+classic law, README flags table, LANE_F_NOTES §16), tag v3.1.


Round 15 (v3.0 RELEASE CLOSE, ?gigs=1) — F ran last; the release is closed

R14 landed AE's hardening but F never ran, so v3.0 stayed untagged. R15 = the close. All deps were in before F ran (A's poster flip + new golden 0x4f4a549d, D's amp + R14 continuity seam, B/C verifies). The six-item brief, each committed atomically:

  • Continuity wiring + smoke (687d23f) — the ped you followed is in the crowd: crew.spawn({roster}) + the queue onAdmit → recordVenueEntry relay; smoke_continuity asserts the seam on identities + settled tris.
  • Alias deletion (146b5f3) — the R12 scalar alias retired; every read keyed by venueShopId; tools + spec migrated.
  • Full-week soak (edc0c47, tools/qa/week_soak.py) — 7 nights × all venues: cover/roster per night, leak-free (plateau), 28 cycles.
  • Money-shot tour (6a35b29, tools/qa/tour_shots.py) — docs/shots/release_v3/ + contact.html; hero queue_night shows A's now-visible poster; settled measurements.
  • Docs — README v3 section, LANE_F_NOTES §14/§15, this note, five freezes confirmed.
  • Acceptance + tagqa.sh --strict 6/6 + continuity smoke + week soak green → tag v3.0.

Ledger #5 vindicated C: the gig interior settles to ~182k tris after the 5 instrument GLBs load (not the ~34k measured pre-load); the interior gate is draws (≤56), so no budget violation — the tour + smoke now measure settled. Full runbook: LANE_F_NOTES.md §15.


Round 13 (v3.0-beta — THE DISTRICT, ?gigs=1) — WIRED + VERIFIED + TAGGED

AE landed, then D (4-piece + instruments + queue + RY fix). F wired the district together and it fires. **Seed 20261990 → "Boolarra Heads": 3 venues, 2 playing tonight — The Exchange Hotel (pub, gig-pubrock)

  • an RSL (gig-covers), one dark (reads true).** All 7 F tasks done, qa.sh --strict GREEN (6/6, 0 warn), tag v3.0-beta. Shots: docs/shots/laneF/r13_v3beta_gig_interior.png + r13_v3beta_venue_night.png.

What F did (ROUND13 §Lane F):

  1. Per-venue state machinegig_state.js rewritten: one latch per venue off the shared procity:segment spine, keyed by venueShopId; all three hard-won R12 laws preserved. New runtime surface window.PROCITY.gigs.byVenue + per-venue getters (onOf/openOf/gigOf/coverOf/paidOf…); the R12 single-venue alias kept one round. B's venue.js/audio.js + D's setGig read it.
  2. Walla + applause — the crowd bed crowd-walla rides the interior tone layer under the live band bed while on; an applause sting fires once on the on→done edge while inside. Verified: iMusic=gig-pubrock, iTone=crowd-walla.
  3. Cover per venue — the door seam keys off the shop entered, so a night at two venues is two covers.
  4. Debt #1 closed — was a LIVE BUG — E renamed pubrock-live→gig-pubrock, so F's R12 GIG_BED bridge (rewrote gig-pubrock→pubrock-live) pointed at a dead key → the band would have mimed in silence. Deleted; the room's audio.gigKey (already the manifest key) feeds the engine directly.
  5. Stature gateinterior_scale_check.py now measures stature (crownfoot, platform-independent), ceiling-clip assert kept as its own line (debt #6).
  6. District smokessmoke_gigs: band→4, a per-venue loop (every gigKey resolves across 3 genres, crowd ≤ its own watchPoints, no-giants), street budget at the busiest venue block, the queue assert, plus the R12 determinism/cover/noassets/flags-off arms. All green.
  7. The outdoor queue — D shipped VenueQueue and left the street-side lifecycle to F (its documented seam): F wires one queue per venue in the shell (spawn at doors off B's queueZoneFor, drive each frame, dispose by done), exposed as queueCountOf(id). Verified: 2 in line at doors → 0 by done.

Numbers (seed 20261990): gig interior 62 draws / 34k tris (≤350) · street @ venue block 107 draws / 47k tris (≤300/200k) · band+crowd stature 1.611.81 m under a 4 m ceiling · cover $10 debited-once/re-entry- free/broke-knockback + free night (seed 1234) · flags-off fingerprint 0x3fa36874 unchanged, gig layer wholly absent. Full runbook + the R13 debt-ledger closeout in LANE_F_NOTES.md §13.


Round 12 (v3.0-alpha — the gig layer, ?gigs=1) — WIRED + VERIFIED

AE all landed before me, so F did what F does: turned five parts into one Friday night. Seed 20261990 → "Boolarra Heads", venue = The Thornbury Hotel, tonight = SCREAMING UTES, $10 on the door. Acceptance shot: docs/shots/laneF/r12_v3alpha_gig.png.

F task (ROUND12 §Lane F) result
1 — gig state machine new F-owned web/js/world/gig_state.js. quiet → doors (DUSK) → on (NIGHT) → done (DAWN) → quiet, verified forwards AND backwards on the hand-driven clock. On window.PROCITY.gigs.
2 — ?gigs=1 seam + flags-off shell bootstrap fetches custom_bands.json (no fetch when flag-off or ?noassets=1) → generatePlanFor(seed, src, {gigs:true, customBands}). Flags-off verified wholly absent: no state machine, no plan.gigs/posters, no pub, no venue geometry, zero band-file fetches, golden 0x3fa36874 unmoved.
3 — cover charge all three halves of John's ruling verified live: $10 debited once (191→181, cover — Screaming Utes in the wallet), re-entry the same night free (181→181), broke on a new night → polite knockback, no entry. Free nights (seed 1234) walk straight in, wallet untouched. Zero new UI — rides the R8 buy seam.
4 — audio wiring gig bed inside via C's gigKey, B's muffled spill outside reads PROCITY.gigs.state. Found + bridged a real C↔E key mismatch — see below.
5 — smokes smoke_gigs in flags_check.py: schedule determinism · band==3 · crowd ≤ watchPoints · dance mix · bed resolves · ≤350 draws · no-giants · ?noassets=1+?gigs=1. Plus the v3 arm of the flags-off regression.
6 — shot + tag shot captured. Tag pending the harness run (below).

Numbers. Gig-night interior 4250 draws with the rig fleet, 171 draws on ?noassets=1 placeholders (worst; budget ≤350) · ~40k tris · street at the venue 69 draws/29.6k tris · leak-free (geo 66→66, tex 63→63 over 4 gig cycles) · band 3 + crowd 8/8 watch points, 3 dancing / 5 standing · band stature 1.681.77 m, crowd 1.601.77 m, tallest crown 2.09 m under a 4.0 m ceiling.

John's drop-in works: 7 of your 10 hand-written names fill all 7 nights (Screaming Utes, The Dead Ringers, The Rissoles, The Flannel Shirts, Boganvillea, Chunderbolt, Amyl & The Servos). Covers rolled 10,0,0,3,2,0,9 — 3 free of 7. Under ?noassets=1 it falls back to the pure generator ("The Wombatts") with zero fetch, exactly as A specced.

Three bugs F found in its own work (all caught by verification, fixed, re-verified)

  1. The state machine only advanced when polled. Driving NIGHT→DAWN→MORNING→NIGHT with nothing reading in between (player inside the pub, audio muted) skipped the night roll — the cover was never due again. Now it rides procity:segment, which lighting.js fires on every change.
  2. Rewinding the clock left done stuck on a midday town (the latch only cleared at MORNING).
  3. The night only rolled if the clock passed through DAWN — so a jump from NIGHT to MORNING left last night's paid stamp valid and a broke punter walked straight in. Caught by my own smoke, not by hand: stepping with [/] always crosses DAWN, so only jumps (DBG/shots/soak) exposed it. The roll now keys on landing in the daytime, not on having observed one particular segment.

Also worth recording, because it nearly shipped a wrong gate: "no giants" must measure stature, not world crown. The band stands on C's 0.32 m deck, so a perfectly human 1.73 m guitarist has a 2.05 m world crown and the naive R10 check failed a correct band. The smoke now measures crown base.y and keeps the world-crown assert only for "never clips the ceiling" — the real R10 failure mode.

Three findings for other lanes (detail + rulings in LANE_F_NOTES.md §12)

  1. ⚠ C ↔ E: the gig bed key never met. C emits gig-pubrock (and asked E for that name); E shipped pubrock-live. Unresolved, the pub plays to a silent room and — because the audio law fails soft — nothing errors, you just get a band miming. F bridged it at the glue so alpha ships. This is the R1 facade-skin filename trap again. → needs a named contract line in CITY_SPEC.
  2. ⚠ D + E: E's 5 instrument GLBs landed; nothing wires them. D holds primitives and published instrumentFor as the seam "when they land" — they've landed, nobody owns the join. Non-blocking (asset law; reads fine in the shot). F did not silently do it inside D's rig. → R13.
  3. ⚠ spec ↔ C: the band has no drummer. ROUND12 §D.1 says "drummer seated bob" and E built a merged kit; C's bandPoses are guitar/vocal/bass and the drum riser is set-dressing. D flagged it and built to C's poses. A spec/implementation divergence no gate can catch → Fable/John to rule.

Harness note

This MacBook had no Chromium/Chrome, so the Playwright gates couldn't run locally; John authorised the install (done — 93.5 MB, Playwright CDN). /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 — but node isn't on the non-interactive ssh PATH: use env PATH=/opt/homebrew/bin:$PATH tools/qa.sh --strict or every node gate reports a bogus FAIL.


Round 11 (the audio round) — DONE (v2.1)

John greenlit "generate freely". E generated the pack (23 assets, web/assets/audio/, 8.7 MB ≤ 25), B built the WebAudio engine (audio.js, self-unlocking, self-ticking), C added room.audio = {musicKey,toneKey} to buildInterior. Lane F wired + verified + tagged v2.1:

task result
F1 — interior beds interior_mode enter → PROCITY.audio.playInterior(current.audio) (fade in), exit → stopInterior() (0.7 s fade). Guarded/no-op when muted/noassets/pre-gesture. 2 lines, the seam B/C designed for.
F2 — audio smokes new smoke_audio in the flags harness (fresh Chromium): pre-gesture silence (ctx not unlocked), 0 boot errors, ?mute=1 muted, ?noassets=1 zero audio fetches, enter/exit leak-free (12 cycles, 8 shops with a music bed, live AudioNodes bounded at 5, made 42). Caught + fixed my own gesture-via-mouse-click tripping PointerLockControls in headless → gesture via keyboard.
F3 — soak + tag soak with audio on PASS (heap 48 MB stable, 0 errors, no drift). qa.sh --strict GREEN 6/6. v2.1 tagged + pushed.

Cross-lane (F's own gate, noted to B): B's audio.js:143,145 use Math.random() for footstep SFX variant + gain jitter — legitimate transient runtime FX (which shop plays which bed is seeded upstream in interiors.js), but it tripped F's generation-determinism Math.random ban. F scoped the ban correctly: web/js/world/audio.js is runtime playback, not generation → exempted in scaffold_check.mjs (B may instead add a // cosmetic marker; either is fine).


Round 10 (fix the R9 giant-rig blocker, re-shoot, re-tag) — verify + ship

R9 shipped a blocking regression: interior rig figures came out ~2× room scale (keeper head 3.83 m in a 3.4 m room) because rigs.js buildFigure normalized off the head bone's bind-pose Y. Lane D fixed it (R10, commit 3432fcc): normalize by the feet→crown span, plus a new qa.sh --strict no-giants gate (interior_scale_check.py). Lane F verify + re-shoot + soak + re-tag:

task result
F1 — verify the fix qa.sh --strict GREEN 6/6 incl. the new scale gate: 24 interior figs / 6 shops all crown ∈ [1.4,2.0] m and under-ceiling (Second Time Redfern, the giant scene: 1.661.86 m). Live-measured too — the 3.83 m I first saw was a stale ES-module cache in a day-old browser tab, not a regression (served + fresh-chromium code both correct).
F2 — re-shoot browsers.png re-shot: browser at the rack + keeper at the counter, human-sized (figures human-sized vs door/fittings: yes). night_crowd.png re-framed to a readable "lit VIDEO REGAL amid CLOSED town" — see the honest note below.
F3 — soak full-default soak PASS: 37 chunks, 20 shops, heap 54 MB stable (no perf drift from the keeper fix — it's a build-time scale calc), draws 248, 0 errors. Tri budget still ~327k > 200k (pre-existing rig-model item, D/E decimation — not an R10 change, not the blocker).
F4/6 — docs tour README updated with stable v2 filenames + captions; this addendum is the R10 release note.
F5 — tag v2.0 annotated tag staged on the fixed commit; holding the push for John given the night_crowd finding (a public release + his flagged money shot).

Honest finding — night_crowd has no crowd, and it can't without new work. John flagged it as near-black/empty. Re-framed it readable (clean night, tight on the neon). But a visible street crowd does not form: Lane D's night patronage parks ducked-in patrons hidden inside the shop (they are the interior browsers in browsers.png), and seed 20261990's video shop is a low-traffic corner (tested default streamed roster + patronage-on at night: 0 patronage, 0 visible peds at the shop). This is not a framing bug and not (clearly) a regression — it's that the "night crowd" was always the interior presence. A visible outdoor queue is a v3 Lane-D mechanic (loiter-outside-the-openLate- shop). The ~20 fps in night captures is a headless software-GL artifact (128 draws / 65k tris is light). → Flagged for D: confirm night patronage at the openLate shop still behaves as the v2.0-rc notes claim.


Round 9 (the v2.0 ship round) — DONE (v2.0 tag pulled, re-tagged in R10)

All lanes landed (C browse points + buy-anywhere, D browser rigs, A CITY_SPEC freeze + closing-time ruling, E VRAM audit + half-res book/toy atlases, B tram + tour bookmarks). F wired the one cross-lane seam, graduated the harness, shot the tour, soaked, and tagged the epoch.

task status
F1 — interior presence (C→D→F) interior_mode reads occupancyOf(shop.id) (closure to citizens) and spawns browser rigs at C's room.browsePoints, one per patronage occupant, cap 3; freed by exit()'s keepers.disposeAll. Door points carry shopId. Verified: enter occupied "Second Time Redfern" → 1 browser == min(occ,3), disposed clean, 0 errors.
also wired Tram (?tram=1, createTram+update). Buy-anywhere (C2): E at a book-spine/toy-box buyMesh buys over the wallet (collapseBuyItem+toast); preload book+toy packs. Verified: bought a book spine, cash 191→177.
F2 — smokes to strict buy-v0 / patronage / book-toy / katoomba graduated warn→STRICT. New warn smokes: interior-presence, shelf-buy, tram. Fixed the book-stock check to count isStock OR buyMesh (C2 tags spines buyMesh). qa.sh --strict GREEN 5/5, harness 0 fails / 0 warns.
F3 — tour + soaks tools/v2_tour.py11 shots (docs/shots/v2_tour/, un-letterboxed) incl. the rain-verandah money shot (rain + winmap-lit open video shop + CLOSED dark neighbours at night) + browsers + dig-real + katoomba + tram_stop + contact sheet. Both soaks PASS (full-default + all-on: 37 chunks, 20 shops, heap stable, 0 errors, leak-free).
F4 — docs freeze + tag v2.0 Flags table finalized (below); v2.0 tagged on a green tree.
Marshal C1 (the round's SPOF) landed early; all lanes committed; no slips.

v2.0 flags — FINAL

flag owner status default
roster D graduated → DEFAULT-ON (R7 flip); ?roster=v1 escape hatch on
patronage D default-on (?patronage=0 off) on
?dig=1 C opt-in (crate riffle) off
?winmap=1 B opt-in (parallax window glass) off
?stock=real C/E opt-in (real GODVERSE covers/spines/boxes + buy-anywhere) off
?weather=1 B opt-in (seeded rain/overcast/clear; ?weather=rain forces) off
?plansrc=osm[&town=] A opt-in (real-OSM towns: melbourne, katoomba) off (synthetic)
?tram=1 B opt-in (spine tram loop) off
?noassets=1 opt-in (primitive-only, zero-network) off
Determinism goldens frozen: synthetic 0x3fa36874 · osm/melbourne 0x34cfdec0 · osm/katoomba 0x0f652510.

Round 8 (catch-up + the town comes alive → v2.0-rc) — DONE

All lanes landed (E packs, B weather, A 2nd town, C buy, D patronage). F wired the shell seams, graduated the harness, tagged.

task status
shell wiring (F owns index.html) A &town=<key>generatePlanFor(seed,'osm',{town}) (Katoomba, 19 shops, verified). B weather (3-line contract): createWeather on ?weather=1, PROCITY.weather={state,intensity} ({clear,0} when off for D), weather.update in loop. C session wallet (createWallet(seed)) bound to the dig BUY (getCash/onBuy in interior_mode). D patronage: shop door-points per chunk → citizens.setShops, ?patronage=0 off-switch, citizens.setWeather each frame. All boot clean (0 console errors, settled).
F1 — smoke graduations + additions stock=real + weather=rain graduated warn→STRICT. New warn smokes: buy-v0 (dig BUY→wallet: cash 191→179, bag 0→1), patronage (7 peds visit shop doors/~18s), book/toy stock (6/11 real atlas meshes). Katoomba golden 0x0f652510 pinned in the determinism gate (fixed a hex zero-pad bug it caught).
F2 — patronage baseline No re-pin needed — flags-off regression held (patronage nets fewer draws, inside tolerance; ≤300 cap + draws-±40% both green).
F3 — tag v2.0-rc TAGGED. qa.sh --strict GREEN 5/5 (harness strict).
Marshal All lanes committed round-8; no slips this round.

Round 7 (the flip round → v2.0-beta) — DONE (v2.0-beta tagged)

Critical path resolved: E1 ped-merge (447188a), E2 stock pack (0c12dac), D's GO (43edabf), C1 ?stock=real (3724a65) all landed. F executes flip → strict harness → tag.

task status
F1 — roster flip (prime-law amendment) DONE + verified. index.html: streamed roster is now the default (chunkStream:{radius:2} per D's spec); ?roster=v1 = escape hatch (fixed roster); ?roster=stream still accepted (no-op). Hours-aware setNightLivelyChunks on the open-late block. Same commit re-pins the flags-off baseline: old (163 draws/19k tris, roster-off) → new (164 draws/~66k tris, roster-on) — draws barely move (E1's merge = ~1 draw/rig, the whole point), tris = the crowd (D worst-view 65,899; drift-WARN now draws-only, tris under the hard cap). Plan goldens UNCHANGED (0x3fa36874). Also fixed the harness's roster probe (was reading a nonexistent prop → blind) + flipped the assertion to require streamMode ON + added an escape-hatch check. Verified: default boot streamMode:true (146150 active), ?roster=v1 streamMode:false (96), both render, 0 errors, ≤300 draws, harness GREEN.
F2 — harness to strict + new-flag smokes DONE + verified. qa.sh flags gate warn_gate → run_gate — the harness (flags-off regression + 4 existing flags + all-on combo) is now STRICT (a FAIL fails qa). Wired ?stock=real (F owned the seam): shell preloads the record pack + passes stockReal; interior_mode builds makeStockAdapter(getStockPack(shop.type)) and passes it to both buildInterior (static crate sleeves) and dig.open (riffle) — fail-soft to parody if the pack's absent. Added stock=real + weather=1 smokes at warn-level (decision #4). Verified: crates show real GODVERSE covers (smoke: 7 real atlas sleeve meshes, non-parody batched); weather auto-skips (Lane B not landed); qa.sh --strict GREEN (5 gates).
F3 — tag v2.0-beta TAGGED (no-hostage rule). Criteria met: roster default-on + escape hatch ✓, harness strict+green ✓, ?stock=real real sleeves ✓, qa strict green ✓.
⚠ schedule-harness flag B (?weather=1) and A (osm parity + 2nd town) did NOT land round-7 — no commits, tree clean. Both are additive (not headline keys); tagged v2.0-beta without them per the no-hostage rule. Weather smoke is in the harness ready to graduate the moment B ships. Flagging for Fable: two lanes slipped this round.

Round 6 (finish v2 wiring + pay review debts → v2.0-alpha) — DONE (v2.0-alpha tagged)

Sequencing (Fable): F1 enforcement harness lands FIRST (protects the round), then F re-smokes as lanes land, adds C's ≤350-draw interior assertion when C1 lands, extends the determinism gate if A's ?plansrc lands, and tags v2.0-alpha when all-green (3 flags acceptable if A no-shows).

task status
F1 enforcement harness DONE + wired. tools/flags_check.py (self-contained server, headless, ~90s): flags-off regression (golden hash 0x3fa36874 + subsystems-inactive + ≤300/≤200k budget + ±40% snapshot + 0 errors) · per-flag smokes (winmap/dig/roster: cross ≥2 chunks + enter interior; dig opens+closes a riffle) · all-on combo (flag-composition law, decision #4). Wired into qa.sh as a warn-level gate (--no-flags skips fast; auto-skips without the Playwright venv). Current: all smokes GREEN, regression clean.
F2 plansrc DONE + verified. A landed the full seam (52eb109). Wired the shell bootstrap (index.html, F-owned): ?plansrc=osmcitygen.generatePlanFor(seed,'osm') → real-data town "Melbourne", 95 shops (synthetic default = "Boolarra Heads" unchanged). Pinned both goldens in scaffold_check.mjs: synthetic 0x3fa36874, osm 0x34cfdec0 (deterministic, 2 runs). Harness auto-detects plansrc + smokes it (enters OSM shop "Mui Karaoke Rooms") + includes it in the all-on combo. Also restored binUnderAim's nearest-bin fallback (matches C's test page) so E riffles a nearby bin without perfect aim / before the bin GLB finishes loading. Synthetic golden frozen (selfcheck 1362/1362).
≤350 interior draw assertion DONE. C1 batching landed (35981ad). Added an interior draw-budget sweep to flags_check.py (enter all 9 shop types, assert ≤350 draws/room, dig on so it also confirms batching kept riffling). Caught a real bug in my own interior_mode.js: it rendered the interior without renderer.info.reset() while autoReset=false, so draws accumulated per frame (inflated 864/644/…). Fixed (reset per interior frame, both dig + walk render). True per-frame result: all 9 room types ≤350 (worst dept 96) — C's batching verified.
F3 tag v2.0-alpha all landed flags smoke-green + regression green + qa strict green → tag (3 flags OK if A no-shows).

Base: v1.1 (3a831fe), HEAD 40fefd9. qa.sh --strict GREEN.


Round 5 (v1.1 close-out + v2 foundations) — DONE (v1.1 tagged; ?dig=1 wired)

Lane F role: v1.1 watch + v2 flag-seam wiring + QA-harness-for-v2 + shared-tree marshal. Full tracking in LANE_F_NOTES §10.

task status
fal un-park check Verified already done — 039c179 un-parked fal in Lane E's brief (decision #4 + Lane E task 3: glass-case + bus-shelter + optional magazine-rack, ≤2 attempts, costs logged in AUDIT.md). Nothing for F to change.
archive R3/R4 instruction claims (F4) Added "SUPERSEDED by R5" banner to ROUND3_INSTRUCTIONS.md + ROUND4_INSTRUCTIONS.md.
v2 flags table (F4) Scaffolded in LANE_F_NOTES §10 (?plansrc=osm A, ?winmap=1 B, ?dig=1 C, ?roster=stream D) — all pending owning-lane specs.
F1 tag v1.1 TAGGED. C1 (aa9c140: record_crate fixed + counter_till re-map) + E1 (c522464: 6 hero props baked 288k→48k, ≤8k each, live on depot) landed. Verified: depot serves baked props (counter_till 7999, drinks_fridge 8000, listening_booth 7986 tris ≤8k), C's glb.js maps them, record/opshop interiors render the counter_till GLB with keeper stand pose working + no double till, bins upgraded. Re-captured the 2 interior tour shots (fresh chromium → baked props). qa GREEN. git tag v1.1 (local).
F2 wire ?dig=1 DONE + verified. C shipped dig.js + the flag but left the in-game input/mode hook to F (LANE_C_NOTES §C2). Wired the consumer pattern into interior_mode.js (F-owned): aim at a userData.kind==='bin' fitting + press EcreateDig/dig.open (per-bin seed via binSeed(shop.seed,pos)); the dig owns the frame (render dig.scene, no interior walk); WALK OUT / Esc closes → back to the room. Shell seam (index.html): ?dig=1dig: opt; procity:digOpen releases pointer-lock (riffle is cursor-driven); unlock→leaveShop guard reads interiorMode.digActive so opening a bin ≠ leaving. Fresh-chromium smoke: E opens riffle (seeded sleeves + prices render), WALK OUT closes to interior, leak-free (steady-state geo/tex flat over 3 cycles), 0 console errors. Flag off ⇒ no listener/no dig ⇒ byte-identical to v1.
F2 — other v2 seams B ?winmap / D ?roster=stream are self-contained (no shell input hook needed); smoked clean (boot, 0 errors, budget OK). A ?plansrc not taken.
F3 v2 QA harness determinism gate (first-interior-hash per seed) · flags-off regression check (v2-prime-law enforcement) · v2 smoke → qa.sh warn-gate. Build as flags land.

Base state: v1.0 (2698b40), qa.sh --strict GREEN 4/4, tree clean.


Round 4 (v1-tag round) — DONE (all 6 gates green; v1.0 tagged)

Executed Fable's ROUND4_INSTRUCTIONS.md Lane F tasks. All lanes committed R4; a 6-auditor adversarial v1-readiness workflow returned GO; v1.0 tagged locally on the F finalization commit.

task status
F1 setExposure Wired (9416d0a) then correctly removed (aad9baa): D3 (a5e4b64) made the impostor toneMapped:true, so citizens.setExposure() became a no-op tone-mapped globally via renderer.toneMappingExposure. Removed only after D committed (removing earlier would regress night brightness). Final state: no dead call.
F2 storeys-checker permittedMax = max>=2 ? min(max+1,3) : max (Lane A's rule, 9416d0a). Consistency 0 warnings across 6 seeds; single-storey-type-at-2 still trips. A confirmed (5b8c806).
F3 gate-3 budget PASS. E1 decimated peds (518678d, 924k→46k, ≤3k each) + D2 sign-off (a5e4b64, fleet ≈59.6k at 24-cap). Official measure: busiest node, pop 200, midday, 12-yaw peak → draws 138 (≤300) · tris ~31k (≤200k). Baseline 372k.
F4 gate-6 shots PASS. Against committed B2 (6323d58, dbg.js letterbox+poses): shots.py v1_tour10 full-frame 1280×720, no letterbox; §3.5 night closed-facade (CLOSED plates + lit openLate video "VIDEO REGAL") + real record/opshop interiors (keeper + hero props). Fixed shots.py so interior shots capture via enterShop(id) (were falling back to a street bookmark).
F5 tag v1.0 TAGGED on the F finalization commit (gate table all-green + shots committed). Local only — John pushes.
audit 6-auditor v1-readiness workflow: 5 GREEN (gates 1/3/5/6 + release hygiene) + 1 procedural "land finalization commit first" → resolved. GO.

Round 3 (lead lane) — DONE, verified live

Executed Fable's ROUND3_INSTRUCTIONS.md Lane F tasks. All wiring verified in-browser on seed 20261990.

task result
§3.5 hours / closed shops isOpen() gate on enterShop. Midday: open. Night (22:00): all closed except the openLate video rental (Video Regal [11,23]) — verified toy shop blocked, video enters.
§3.4 ?noassets Zero network (Perf API: 0 GLB/depot/manifest/ped-model requests); 100% primitive, legible.
§3.4 interior GLB useGLB → fitting GLBs load from the 3GOD depot (bookshop shelves, +8 meshes, visually confirmed).
§3.4 rig fleet 19 ped GLBs → peds and keepers upgrade placeholder→GLB rigs; leak-free (shared-cache proven, cycle2/3 flat).
--depot on qa.sh validate_manifest.py --depot = 0 err (16 GLBs live). qa.sh GREEN 4/4.
Gate 2 soak PASS both modes — assets: 20 interiors leak-free (+GLB-cache warmup), heap 98MB stable; noassets: 37 chunks, heap 15MB. 0 console errors.
Gate 4 asset-free PASS.
Gate 6 shots docs/shots/v1_tour/ (10 shots) + contact sheet captured; letterbox + 3 fallback bookmarks are Lane B dbg.js.

Findings → other lanes (details in LANE_F_NOTES §9):

  • D/E: rig ped GLBs are tri-heavy (~45k each) → gate 3 tris ~279k > 200k budget (draws fine ~200/300). Decimate the ped GLBs; F holds ?pop=140 until then.
  • B: add 3 shots bookmark poses; fix the headless composer letterbox in DBG.shot(); render the §3.5 closed-facade visual (dark windows + CLOSED plate; predicate window.PROCITY.isOpen).
  • Fixed 5 F-owned harness bugs so shots.py/soak.py actually run (DBG async-poll, DBG.planPROCITY.plan, enterShop bare-id, shop.lot is an id, midday-pin + GLB-cache warmup + budget→warning).

Git: working tree synced to canonical main (862bbcd) mid-session — my R2 work is committed as aa4ed4f. R3 edits below are staged by pathspec (see Housekeeping). Nothing pushed.


TL;DR (round 2 — for context)

All five lanes (AE) landed; F stood up the QA harness, adversarially reviewed and fixed its own tooling, then wired the lanes into a walkable, living town — interiors, shopkeepers, and street crowds all integrated and verified live:

  1. Interiors — every door opens (§3.2). A door opens into a themed, seeded, self-lit 90s-AU interior; walk it, walk back out (or Esc), room disposes. Verified across all 9 shop types, leak-free, worst build 8.4 ms. F-owned bridge web/js/world/interior_mode.js.
  2. Shopkeepers (§3.3a). A keeper stands at the counter of every shop and turns to greet you; disposed with the room, leak-free over 5 cycles. (Asset-free placeholder; rig-fleet upgrade later.)
  3. Street crowds (§3.3b). Deterministic pedestrians walk the footpaths (graph = plan.streets directly), density follows time-of-day (busy midday, empty at night), LOD-tiered. Draw budget holds — worst main-street view ~191 draws (budget 300). Shell wiring in index.html.
  4. Plan swap (§3.1) + facade skins fix (prior pass): boots on Lane A's real town, textured.

tools/qa.sh is GREEN (4/4 gates, 0 skipped). Remaining: manifest GLB upgrades + ?noassets (§3.4 — also upgrades keepers/peds to shared rigs), hours/closed-shops (§3.5), draw-budget shave. Scoped in docs/LANES/LANE_F_NOTES.md §3.4§3.5,§7.


Lane readiness — ALL COMPLETE (node tools/qa/scaffold_check.mjs)

Lane status notes
A CITYGEN 5/5 plan.js, registry.js, names.js, selfcheck.js, map.html — determinism gate green, verified in-browser
B STREETSCAPE 4/4 index.html shell, chunks.js streamer, buildings.js, fixture_plan.js — walkable town verified live
C INTERIORS 2/2 interiors.js (buildInterior), interior_test.html
D CITIZENS 3/3 rigs.js, sim.js (CitizenSim), keepers.js (KeeperManager), citizens_test.html
E ASSETS 3/3 manifest.json (validates green), validate_manifest.py, AUDIT.md + pipeline

What F built / did this session

QA harness (F-owned, tools/) — trustworthy, all green

file what state
tools/qa.sh gate runner; --strict = v1 umbrella 4/4 green
tools/qa/scaffold_check.mjs scaffold + PRNG determinism (golden-locked) + live readiness matrix + plan-determinism
tools/qa/consistency_check.mjs cross-lane gate: plan ↔ registry ↔ assets ↔ manifest
tools/shots.py · tools/soak.py Playwright beauty-tour + 10-min soak/budget/--noassets (gates 2,3,4,6) ready; need Lane B window.DBG hook (§4)

Adversarial self-review (Workflow, 23 agents)

Ran a 4-auditor + verifier workflow against F's own scripts + runbook. It confirmed 14 real defects in F's tooling (false-confidence checks + wrong API assumptions). All applied:

  • scaffold_check: JSON round-trip was a tautology (fixed → real deep-compare w/ -0 norm); Math.random-ban regex had false negatives (fixed → anchored to comments); irange golden check re-seeded per draw (fixed → single stream).
  • consistency_check: added a storeys-vs-registry-range check, fixed a dead late-night branch, removed a dead metric.
  • soak.py: heap heuristic no longer silently passes when heap isn't reported; shop count now requires verified interior loads (not just enterShop calls); --minutes now honored.
  • shots.py: fixed an IndexError on a trailing --seed.
  • Runbook (LANE_F_NOTES.md): corrected against the real landed APIschunkIndex returns {chunkSize,chunks} (not callable); chunks is a createChunkManager factory with no lifecycle hooks; CitizenSim is graph-driven, not per-chunk; keepers use spawn/remove/disposeAll.

Integration passes (verified live in-browser)

  • web/js/world/interior_mode.js (new F-owned bridge) + thin marked seam in index.html§3.2 interiors: every door opens. enterShop looks the shop up in the plan, attaches its lot dims, calls Lane C buildInterior, and switches to a new interior mode that renders the room in its own scene and walks it via the room's occupancy grid. Exit on walk-out / procity:exitShop / Esc → dispose() + player restored to the door. Verified: door → Toy Shop renders; exit state-machine correct; leak-free (134 geo/37 tex → 217 loaded → 134/37 after dispose); all 9 shop types ok+pathOK, worst build 8.4 ms; 0 console errors.
  • Keepers (§3.3a) — wired into interior_mode.js: KeeperManager (no fleet → placeholder actor), spawned at the counter stand pose (places.find(p=>p.userData.keeperStand)), ticked in the interior loop, disposeAll() on exit. Verified: 11-mesh keeper at the counter, greets the player (turns 0.21 rad, eases back), leak-free over 5 cycles/5 types (net growth 0).
  • Citizens (§3.3b)CitizenSim in index.html: graph = plan.streets (no adapter needed), setPopulation(140) (?pop=), setTimeOfDay((seg+frac)/6) + update(dt) in the street loop, visibilitychange→setPaused. Fixed a NaN bug (getClock().hour is a string). Verified: 96 active midday, peds walk footpaths ~1.5 m/s, budget-safe (worst ~191 draws across all main edges).
  • web/js/citygen/index.js (barrel) → game boots on Lane A's real generated town (was the fixture). Verified: console "using Lane A generatePlan", HUD "Boolarra Heads · 493 shops".
  • web/js/world/skins.js (1-line chokepoint fix) → facadeMat normalizes full-filename skins. Verified: facade-*.jpg requests now 200 OK, town textured (was all flat-grey).

Docs (F-owned)

  • docs/LANES/LANE_F_NOTES.md — integration runbook (real APIs, wiring steps, QA gates, DBG hook request).
  • docs/V2_IDEAS.md — parked scope (content firehose, override layer, weather, venue, …).
  • docs/shots/ — reference-shot tree (the other lanes are already dropping acceptance shots into it).

Findings for the lanes (F flags; the two blocking-visual ones are already fixed)

# lane finding status
1 B shell imported non-existent js/citygen/index.js → ran on fixture fixed by F (barrel)
2 B skins.js facadeMat double-wrapped full-filename skins → facades 404 fixed by F (normalize)
3 B street measures ~334 draw calls at spawn (radius 3) — over CITY_SPEC ≤300 open — shave (radius 2 or more merging)
4 A ~10% of shop names have a doubled possessive ("Tex's's Toys") — names.js open (cosmetic)
5 A some shops have storeys outside the registry type range (e.g. video at 2, range [1,1]) open — confirm corner-anchor intent
contract facadeSkin is a full filename in the registry but skins.js expected a bare key worth a CITY_SPEC line so ground/awning/interior skins avoid the same trap

Remaining integration (scoped in LANE_F_NOTES §3; ready to execute)

  1. Interiors (§3.2)DONE.
  2. Citizens + keepers (§3.3)DONE (both verified live; see Integration passes above).
  3. Manifest + ?noassets (§3.4) — GLB upgrades from manifest.json; primitive-fallback flag. Doubles as the rig-fleet upgrade that makes keepers/peds cheap (shared meshes) so ?pop= can rise.
  4. Hours / closed shops (§3.5) and the draw-budget shave (finding 3).
  5. Full QA gates 14,6 once Lane B exposes the window.DBG hook (§4) my harnesses drive.

Next natural step is §3.4 (manifest + ?noassets) — it's the asset-free gate AND the fleet upgrade that upgrades placeholder keepers/peds to shared GLB rigs. §3.5 (hours) is a small data-driven follow-on.

Note on verification: pointer-lock doesn't engage in the automated browser, so a real walk is best playtested by a human (cd web && python3 -m http.server 8130localhost:8130?seed=20261990). F drives/inspects via window.PROCITY + JS for programmatic checks.

Housekeeping

  • Nothing committed (all working tree). F's edits are minimal, commented [Lane F integration], reversible. New F-owned file: web/js/world/interior_mode.js (interior + keeper bridge). Shell seam edits in index.html: interior wiring (import, bridge create, enterShop/leaveShop, loop branch, setMode lock, Esc-exit, M/P guards, window.PROCITY hooks) + citizens (import, CitizenSim create + setPopulation, street-loop setTimeOfDay+update, visibilitychange pause). Also edited: skins.js (facade fix, prior pass). Suggested commit once reviewed — use a pathspec (lanes share one tree, see memory): git commit -- web/js/world/interior_mode.js web/index.html web/js/world/skins.js web/js/citygen/index.js tools docs/LANES/LANE_F_NOTES.md docs/V2_IDEAS.md docs/shots F-progress.md msg Lane F: integration — interiors + keepers + street peds + QA harness + barrel + skins fix.
  • A local python3 -m http.server 8130 is running for the smoke test (harmless; kill when done).
  • Lane prompts hard-code /Users/jing/Documents/PROCITY; real path is /Users/m3ultra/Documents/procity.