PROCITY/F-progress.md
m3ultra aad9baa584 Lane F R4: gate 3 PASS (draws 138/tris 31k) + remove dead setExposure call
Gate 3 (budget) official re-measure vs committed decimated peds (E1 518678d, D2
signed off a5e4b64): busiest node, pop 200, midday, 12-yaw peak -> draws 138 (<=300),
tris ~31k (<=200k). Baseline was 372k. Green.

D3 (a5e4b64) made the impostor toneMapped:true so exposure is global via
renderer.toneMappingExposure; citizens.setExposure() became a no-op, so the F1 wire is
removed (removing it before D's commit would have regressed night brightness). Boots
clean, 0 console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:02:19 +10:00

14 KiB
Raw Blame History

PROCITY — Lane F progress (INTEGRATION & QA)

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


Round 4 (v1-tag round) — IN PROGRESS

Executing Fable's ROUND4_INSTRUCTIONS.md Lane F tasks. F1+F2 done & committed; F3/F4 gated on other lanes' critical-path work (E1 ped decimation, B2 shot-harness fix); F5 (tag) follows.

task status
F1 setExposure wire DONE (index.html:245) — citizens.setExposure(renderer.toneMappingExposure) after setTimeOfDay. Boots clean, 0 console errors, exposure animates night 1.18↔midday 0.98. Awaiting D3 verify.
F2 storeys-checker fix DONEpermittedMax = max>=2 ? min(max+1,3) : max (Lane A's rule). Consistency 0 warnings across 6 seeds; single-storey-type-at-2 still trips. Awaiting A1 confirm.
F1+F2 commit 9416d0a (only my 2 files, atomic), ref lane-f/round4-wireups. .gitignore (Lane E's .peds_orig/) left unstaged.
F3 gate-3 tris re-measure PASS (OFFICIAL). E1 committed decimated peds (518678d, 924k→46k tris, ≤3k each); D2 signed off (rigs bind/animate, no explosions, silhouettes read, fleet ≈59.6k at the 24-cap). Re-measured busiest node, pop 200, midday, 12-yaw peak, committed peds → draws 138 (≤300) · tris ~31k (≤200k). Baseline was 372k. Gate 3 green.
F1 follow-up (D3) D3 found+fixed a real double-tone-map bug and stubbed impostor.setExposure → my F1 call is now a no-op. Will remove the dead line at finalization, AFTER D commits the impostor fix (removing before would regress night brightness in the committed tree).
F4 gate-6 shots 🟡 PROVISIONALLY PASSING; awaiting B2 commit to finalize. B2's dbg.js (letterbox syncSize() + the 3 new poses crossroads_busy/residential_collar/warehouse_fringe) is done on disk (uncommitted). Ran shots.py v1_tour10 full-frame 1280×720 shots (no letterbox), all poses resolve, night emissives + legible signs, decimated peds render human-scale. Re-capture + commit once B commits dbg.js (and B1's closed-facade night shot once B1 lands).
F5 tag v1.0 pending gates 3+6 finalized against committed upstream + D2 sign-off. qa.sh --strict GREEN 4/4 (static gates). Both blocking gates provisionally verified — tag is close.

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.