PROCITY/docs/LANES/LANE_C_PUB.md
m3ultra d2eb9df03f Lane C R23 (v5.0-alpha): the first real crate verified in the room (ledger #3)
Verified G's stock_godverse/3962749/ (120 real records, Monster Robot Party crate 550,
2 x 2048^2, cell 256) in a fresh context — deliberately BEFORE the merge, so a contract
failure would block it. It didn't.

PASS — the contract holds; G re-emits nothing:
- Resolves through the existing stockAdapter path via a base override (no C code change for
  the single-shop alpha). 120 items / 2 atlases / 8-of-8 stock meshes atlas-backed (real
  covers: peperecordings, DEEPCHILD, "39", mff FREAKS...).
- Ceilings hold: 118 draws with real covers (<=350 law), pathOK, 0 carves.
- Fail-soft holds (clean cache): missing atlas -> null -> parody (20 meshes, 110 draws);
  no adapter (?noassets shape) -> parody, zero fetch. 0 console errors.
- G's index compliant: items[] sorted by id (my determinism ask honoured), provenance, uv in
  [0,1], 2 atlases = exactly the cap, cell_w/h harmless (C reads uv, never cell).

CORRECTED MY OWN CEILING (LANE_C_PUB §7.2): I wrote "<=8 MB decoded" from an assumed ~16-item
"typical shop". A real record shop is 120 records => 2 x 2048^2 ~= 32 MB, 4x my number. The
structural rules held (<=2 atlases; 2048^2 for 60+ items — G landed on the cap); only the MB
figure was wrong, because it described a shop that doesn't exist. New: <=2 atlases @<=2048^2,
LRU = 1 shop's atlas set resident => <=32 MB peak (bounded; vs E's 181 MB unbounded today).
Do NOT shrink the cell below 256 to save VRAM — the dig renders covers close up.

G's ask #1 CONFIRMED and worse than reported (LANE_C_PUB §8 — C's spec, C's fix): stockpack
keys _packs/_resolved by type alone, so base is ignored on a cache hit (measured: the 2nd
preload returned the identical object). (1) two stocked shops collide; (2) it BREAKS FAIL-SOFT
— an unstocked shop of a cached type inherits that crate instead of parody. Seam: key by
type+base, per-shop preload on entry, LRU=1 + dispose; C consumes whatever identity field
lands, C does not invent it.

Two gaps block F's #7a, neither C's: the crate has no street (redhill_real absent; monsterrobot
not in any shops[] — G's ask #2 to E/Fable), and interior_mode.js:192 pins base to
assets/models/ (needs §8 + the identity field).

Committed from a temp git worktree on main — the shared checkout stayed on lane-G-godverse
(Fable's review) and G's branch keeps its disjoint namespace. Docs-only.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:42:30 +10:00

24 KiB
Raw Blame History

LANE C — interiors contract (venues + real-town class mapping) → Lanes A/D/E/F

v3.0-FROZEN · 2026-07-16 · durable contract for Lane D + Lane F. §0§5 describe the shipped venue state; changes require a version bump (CITY_SPEC amendment law). Verified R13 (build) + R14 (audit). v3.1 amendment: §3 became the stage.backline[] contract (ledger #5 — the amp unification). v4.0-beta amendment (2026-07-16): §6 added — the real-town shop-class → archetype mapping (ledger #2, the density widening; C→E handshake). The frozen venue contract (§0§5) is unchanged. v4.0 amendment (2026-07-16): §7 added — the G2a per-shop stock-atlas contract (C's interior draw/tex ceilings, answering Lane G + E's review). §0§6 unchanged. v5.0-alpha amendment (2026-07-16): §7.2's VRAM number corrected + §7.8 added — G's first real crate (120 records) proved my "≤8 MB" figure was derived from a wrong assumption, and the per-shop cache seam is now specified for G+F. G's R23 atlas needs no re-emit. §0§6 unchanged.

The district ships three venue archetypes behind ?gigs=1pub, band_room, rsl. Lane A converts a chosen shop to a venue kind in place (shop.type = kind); C keys the interior recipe off shop.type. All three return the SAME shape (below), so Lane D drops rigs in and Lane F reads state with no per-kind branching. Non-venue rooms are byte-identical (venue code runs only for recipe.venue, on its own seed sub-streams). Verified fresh (seeds 20261990/1990/7/42/101 + 90-build soak): 0 throws · 0 carves · 0 path-fails · 0 determinism-fails · leak geo0/tex0 · worst build 8.3 ms. Budgets in §3.


0. The pose ry convention (pinned) — READ THIS FIRST

Canonical convention (every C pose uses it): a pose's ry is the yaw of a thing whose front / outward normal is local Z at ry=0, i.e. world-facing (sin ry, cos ry). counter.stand, browsePoints, watchPoints and bandPoses ALL follow it, and the box placeholder (placeholder.js) is built to it (toes at Z). keepers.js greet math assumes it. Drop a rig in at a pose's ry and it faces the right way — no per-consumer flip.

Why no flip (the R13 fix, for the record): the GLB fleet meshes ship facing local +Z at ry=0 — the opposite of the Z convention (verified: the anterior toe-bone vector toe foot reads (≈0, +0.99)). Before R13 this was compensated per-consumer, inconsistently: band.js flipped by π (band/crowd correct, placeholders backward) while keepers.js did not (placeholders correct, keepers + browsers 180° backward whenever the GLB fleet was loaded — they'd been shipping back-to-front). D fixed it at the source in rigs.js buildFigure: the cloned inner is rotated π about Y so every GLB rig faces Z, matching the placeholder and every C pose. All consumer flips were then deleted. Net: keepers, browsers, band and crowd all face correctly, GLB and placeholder modes are consistent, and C's pure-data poses never moved (no golden touched). If you add a new rig consumer, plant it at the pose ry with no flip.


1. What buildInterior returns for a venue (shop.typepub | band_room | rsl)

Everything below is pure data on the return (room-local coords, the ry convention in §0). Lane D drops rigs straight in; Lane F reads state — no new lifecycle vs. the R9 keeper/browser seam.

room.stage — the band stage, a 4-piece (null for non-venues)

room.stage = {
  x, z,            // deck centre (against the back wall)
  w, d,            // deck size (m) — varies by kind (table below)
  deckY,           // deck top surface height (m) — the front line stands here
  riserY,          // drum riser top height (m) = deckY + 0.16 — the drummer sits here
  frontZ,          // z of the deck lip (the crowd stands in front of this, +Z)
  bandPoses: [ { x, z, ry, role, y, seated? } ×4 ],
}
  • bandPoses[0..2] = the front line: roleguitar / vocal / bass, across the deck lip, y = deckY.
  • bandPoses[3] = the drummer: role: 'drums', seated: true, up-stage centre on the drum riser, y = riserY (= deckY + 0.16, the fittings.js stage riser box).
  • Lane D: lift each member to its own pose.y (front line = deckY, drummer = riserY). role hints the instrument — E's GLBs via opts.instrumentFor(role) (electric_guitar/bass_guitar/mic_stand/drum_kit), primitives otherwise (asset law). seated:true → seated bob. ry = π already faces the audience (+Z) — no flip (§0).
  • The band is a 4-piece for v3.0 (front-line trio + drummer). Reverting to a trio would be a version bump (drop bandPoses[3]), not a runtime toggle.

room.watchPoints — the audience, cap by kind (empty [] for non-venues)

room.watchPoints = [ { x, z, ry, dance, slotIndex } ]   // seeded floor poses, all facing the stage centre
  • Crowd cap by kind: pub 8 · band_room 8 · rsl 12 (the RSL is the crowd-cap stress case). The room fills what geometry allows up to the cap; the count IS the crowd cap (F asserts crowd ≤ watchPoints.length).
  • dance seeded ~⅓ true ("a bit of both"). D: dance:false → stand-and-watch idle; dance:true → bob/sway with a seeded phase offset (use slotIndex/coords). Every point walkable, reachable, clear of the keeper stand + browse points + stage/PA. Deterministic per shop.seed.

room.counter / keeper — unchanged

The bar is a normal counter; the barkeep is just a keeper at room.counter.stand (R9 seam). Faces the customer correctly under §0.

room.audio.gigKey — the live bed

room.audio = { musicKey, toneKey, gigKey? }. The manifest key is the gigKey, canonical form gig-<genreKey> — no mapping table. F passes gig state via opts.gig:

buildInterior(rslShop, THREE, { gig: { on: true } })   // → room.audio.gigKey === 'gig-covers'
  • Genre resolves opts.gig.genreKey → the venue's own shop.genreKey (A sets it) → a kind default (pub→pubrock, band_room→grunge, rsl→covers). Present only when a gig is on.
  • Prefer gigKey over musicKey while the gig plays. E's beds are gig-pubrock / gig-grunge / gig-covers; a missing key → silence (audio law), band still visible.
  • C hand-builds 'gig-'+genreKey (byte-identical to citygen's gigKeyFor, selfcheck-asserted) rather than importing it — deliberately, to keep the interiors lib standalone (it never imports citygen).

The venue table (C-owned tuning)

kind archetype bias ceiling deck w × d, deckY crowd cap genre → gigKey dressing
pub wide / hall 3.6 m 0.58·W × 2.0, 0.32 8 pubrock → gig-pubrock pub tables, sticky carpet, bar
band_room cosy / pokey / wide 3.4 m (low) 0.62·W × 1.6, 0.20 (barely a riser) 8 grunge → gig-grunge near-empty standing room, tin-shed dingy
rsl hall / wide 4.0 m (tall) 0.50·W × 2.4, 0.40 12 covers → gig-covers flock walls, club carpet, bistro tables, members' bar

2. Quiet-night variant

No opts.gig → a normal interior: stage + watchPoints are still returned as data, but there's no gigKey (room-tone + maybe the seeded radio musicKey), and D spawns no crowd. A seeded dark night reads true — the venue is just a quiet pub/club.

3. stage.backline[] — the amp slots (v3.1, ledger #5)

room.stage.backline = [ { x, z, ry, y } ×2 ] — seeded up-stage amp/spare-cab poses, pure data (C plants no amp meshes as of v3.1). This is the unified backline: Lane D plants E's guitar_amp GLB here (its own primitive fallback under ?noassets) — one amp system, GLB when present. C's old primitive ampStacks are dropped from all three venue recipes.

  • slot[0] = stage-right (the primary amp) at (stage.x + stage.w·0.36, deckY, stage.z stage.d·0.22) — identical to D's R15-verified plant, so wiring D's amp to backline[0] moves nothing on screen. slot[1] = stage-left spare cab (mirror). ry = π faces the audience (+Z, the §0 convention); y = deckY.
  • Guarantees (verified fresh, seed 20261990, pub/band_room/rsl): every slot is up-stage of the front line, flanks the drum riser, clear of all 4 bandPoses (nearest-bass clearance 0.87 m pub / 0.70 m band_room / 0.92 m rsl) and all watchPoints (≥1.95 m), and on-deck (within the deck footprint). Deterministic per shop.seed. Lane D: verify no interpenetration once wired (C's R15 clearance discipline).
  • Draw impact: dropping C's primitives shaved ~4 draws off each empty venue shell (drawSweep glb-off: pub 122 · band_room 120 · rsl 131 ≤350); D's GLB/primitive at backline[0] adds it back on the gig night.
  • v3.2 (parked): the drummer sit clip, instrument LOD, and C's audioEmitter idea.

4. Budgets (measured R14, seed 20261990, fresh context)

  • Empty shells (drawSweep glb-off): band_room 124 · pub 126 · rsl 135 — town-wide worst 161 (opshop/hall). ≤ 350. ✓ (identical to R13 — C geometry unchanged).
  • Gig-night interior draws, D's GigCrew with the real instrument GLBs + amp (localdepot): pub 60 · band_room 52 · rsl 71. Asset-free (placeholder crowd, no GLBs) worst RSL 237 (16 rigs). ≤ 350. ✓
  • Tris: fleet peds ~2.7k each; E's instrument GLBs 14k each (decimated to the ≤15k target), 5 on a stage = 70k — the instruments dominate. RSL gig-night ≈ 182k tris once the async GLBs settle. The interior gate is draws (passes); tris are the street budget (200k), so this is not an interior gate. Note for E/F: F's gig-night smoke reports ~34k because it measures before the async instrument GLBs load; the settled scene is ~180k. A camera-distance LOD on instruments is a v3.1 candidate.
  • Determinism / release-law: C's interior code is unchanged since R13; D's continuity + RY-fix ride disjoint rng namespaces (ctx.stream(salt) vs rng(citySeed,kind,id)) and cannot perturb C's placement or any golden. 90-build venue soak: 0 determinism · 0 carve · 0 path-fail · worst 8.3 ms; leak geo0/tex0.

5. The archetypes (C-owned)

band_room = a tin shed: small (cosy/pokey), low ceiling, barely-a-riser deck, near-empty standing floor, bar in the corner — the PA louder than the room. rsl = carpet-and-flock club: the biggest floor in town (hall/wide), a proper raised stage at one end, bistro tables round the edge, members' bar, the biggest crowd cap. Both reuse the pub venue machinery (theme.js venueSpec + layout.js placeStage/placeWatchPoints); only the dressing + venueSpec differ. Stage/PA keep GLB slots for Lane E (primitive fallback holds); the backline amp is D's, planted at stage.backline[0] (see §3).


6. Real-town shop-class → interior archetype mapping (v4.0-beta, ledger #2) → Lane E

Directive (John, kickoff — SUBTLE: texture, not takeover). The secondhand shops stay the heroes of the town (they are the game). The widening adds general retail as texture — the everyday main-street staples a real Australian town has — mapped onto existing archetypes (no new archetypes this round). The player should feel the town's more alive, not that the game changed.

How it's applied (E owns the emission). plan_osm keeps only registry types (SHOP_TYPES — unknowns flatten to opshop). So E maps each fetched OSM shop=* / amenity=* value to a registry type below and bakes it into the cache's shop.type. Every target is an existing type, so C's recipes, A's registry, and the budgets are all unchanged. Unknown/unlisted classes degrade safely to opshop (R18-proven: 18 real OSM types all built valid).

Heroes — secondhand (unchanged; NEVER subsampled):

OSM class → type
charity, second_hand, antiques, vintage opshop
books, bookshop book
music record
video, games video
pawnbroker pawn
toys toy

Widened — everyday main-street texture (general retail):

OSM class(es) → type wears it as
bakery, cafe†, confectionery, pastry, chocolate, deli/delicatessen, butcher, cheese, coffee, tea milkbar the food counter
convenience, kiosk, general, dairy milkbar the corner store
newsagent, stationery milkbar papers + magazines
chemist, pharmacy, cosmetics, perfumery milkbar dispensary counter
clothes, fashion, boutique, shoes, bag, jewelry/jewellery dept the dressed retail floor
department_store, variety_store, supermarket dept big general retail
hardware, doityourself, trade, electronics, mobile_phone, furniture, houseware/homeware dept shelved goods
greengrocer, florist, farm, garden_centre stall produce/plants on trestles

cafe/fast_food are amenity=*, not shop=* — fetch them from the amenity tag; everything else is shop=*. Fallback: any fetched class not listed → opshop.

Copy-paste map for E (build_towns.py):

{
  "charity":"opshop","second_hand":"opshop","antiques":"opshop","vintage":"opshop",
  "books":"book","bookshop":"book","music":"record","video":"video","games":"video",
  "pawnbroker":"pawn","toys":"toy",
  "bakery":"milkbar","cafe":"milkbar","confectionery":"milkbar","pastry":"milkbar","chocolate":"milkbar",
  "deli":"milkbar","delicatessen":"milkbar","butcher":"milkbar","cheese":"milkbar","coffee":"milkbar","tea":"milkbar",
  "convenience":"milkbar","kiosk":"milkbar","general":"milkbar","dairy":"milkbar",
  "newsagent":"milkbar","stationery":"milkbar",
  "chemist":"milkbar","pharmacy":"milkbar","cosmetics":"milkbar","perfumery":"milkbar",
  "clothes":"dept","fashion":"dept","boutique":"dept","shoes":"dept","bag":"dept","jewelry":"dept","jewellery":"dept",
  "department_store":"dept","variety_store":"dept","supermarket":"dept",
  "hardware":"dept","doityourself":"dept","trade":"dept","electronics":"dept","mobile_phone":"dept",
  "furniture":"dept","houseware":"dept","homeware":"dept",
  "greengrocer":"stall","florist":"stall","farm":"stall","garden_centre":"stall"
}

Default (not in the map) → opshop.

Subtlety guardrails (E):

  • Fetch only these tasteful staples — not every OSM shop=*. Skip vehicle/tyres/fuel, funeral, storage, industrial, and pure services the player never browses (hairdresser, beauty, travel_agency, bank, laundry, estate_agent).
  • Never subsample the secondhand heroes.
  • If a town's general-retail count would visually drown the secondhand strip, seed-subsample the texture classes (the milkbar/dept/stall targets) toward ~23× the secondhand count, and count the drops in norm.dropped like every other drop.

Why these targets: milkbar (counter + fridge + magazine rack + glass case) is the canonical Australian counter shop — it wears cafe/bakery/deli/newsagent/chemist naturally; dept (cube shelves + clothes racks + glass cases) wears clothes + hardware + big retail; stall (trestles + crates) wears produce + florist. Three general-retail looks + the six secondhand heroes + the three venues = variety with no new archetypes. Pre-verified (seed 20261990, real-town lot 8.5×14): milkbar/dept/stall/opshop all build valid (0 carves, ≤143 draws); dept reads as a clean dressed-retail floor (cube shelves + clothes racks + counter, the escalator does not dominate the ~7.9×11.7 room), so clothes/hardwaredept is confirmed. C re-checks the full result in the five-town door-soak (ledger #6) once E's caches land. (FYI: C's theme.js canonicalType/ALIAS already recognizes several of these — deli/corner_store→milkbar etc. — for any direct buildInterior(rawClass); the authoritative mapping for the caches is this table.)


7. G2a — per-shop stock atlases: C's interior ceilings (v4.0, ledger #3) → Lane G + Lane E

Answering Fable's three priors + E's half (LANE_E_NOTES). Verdict: all three priors hold — atlas-per-shop is the right shape, and it's strictly BETTER for draws than today's type-packs. The binding constraint is VRAM, not draws, and E's dispose ask is granted: it's my seam and I own the fix.

1. Draw ceiling — ONE atlas per shop (hard cap 2). Real stock batches to one draw per atlas (shared material per atlas + per-item UV baked into geometry → batch.js merges). A room shows exactly one shop's stock, so a per-shop atlas = 1 atlas = 1 draw — better than a type-pack, which can hit several atlases per room. Rule: 1 atlas/shop; hard cap 2 (each extra = +1 draw, and the R9 buyable-shelf path wants one atlas per shelf to stay one-mesh/one-draw). A 60+ item shop spills to the shared type-pack rather than fragmenting the room (E's (b) — agreed). Headroom: ?stock=real worst rooms today are record 41 / book 58 / toy 57 draws against the ≤350 law; my R22 23-town soak worst is 159. Draws are not the constraint.

2. Texture/VRAM ceiling — the real limit. E's dispose ask: GRANTED, and it's mine to land. E's audit is correct and the cause is a deliberate C design note (stockpack.js:11): atlas textures are "shared/cached in the pack (NOT per-room), like depot GLBs". That is right for 3 bounded type-packs and wrong for unbounded per-shop atlases (23 towns × N shops). The ceiling:

⚠️ CORRECTED v5.0-alpha — measurement beat my assumption. I wrote "≤8 MB decoded" by assuming a "typical shop" is ~16 items @1024². G's first real crate is 120 records (Monster Robot Party, crate 550) — a real record shop is nothing like 16 items. At the contract's own 256² cell that's 2 × 2048² = ~32 MB decoded, 4× my stated figure. The structural rules were right (≤2 atlases; 2048² for a 60+ item shop) — only the MB number was wrong, because it was derived from a shop that doesn't exist. G's R23 atlas is compliant; no re-emit. The corrected ceiling:

  • Per shop: ≤2 atlases, ≤2048² each (unchanged — G's 120-item crate lands exactly on the cap).
  • Resident: ONE shop's atlas set (LRU = 1 shop, not 2) ⇒ ≤32 MB decoded peak. Still bounded, and still far better than the 181 MB unbounded accretion E measured today.
  • ≤1024² whenever the crate fits it (≤64 items at 256²) — don't hand a 6-item shop a 2048².
  • Cell size is E/G's call: C reads uv, never cell (so 256², 176×256 portrait, etc. are all fine). Do not shrink the cell below 256² to save VRAM — the dig renders a cover close-up; resolution is the one thing the player actually sees.
  • C lands the LRU cap + dispose in stockpack.js (evicted shop's atlas texture + material disposed). Type-packs keep today's shared cache (bounded, reused across rooms of a type) — unchanged.
  • Scheduling: today's 181 MB accretion is pre-existing, and ?stock=real is opt-in (index.html:196params.get('stock')==='real' && !NOASSETS), so it cannot touch the default boot and is not a v4.0-tag blocker. I land the cap as C's first v4.x item — before G2a ships. G: build to the ceiling; the loader will honour it.

3. Index schema — E's (c) confirmed VERBATIM, keyed per shop. stock_shop_<godverseShopId>_index.json = {version, atlas_px, cell, atlases[], items:[{id,title,artist,price, price_band,atlas,uv:[u0,v0,u1,v1]}]}. stockpack.js consumes it unchanged (it already groups items by atlas and shares a material per atlas). UV origin stays top-left (image-natural) — C flips V for WebGL (R7 law, unchanged). Book cell 176×256 portrait is fine: C reads uv, never cell.

4. Fail-soft + ?noassets — unchanged law, confirmed. Index/atlas missing → getStockPack → null → parody canvas + one warn (R7, proven since). ?noassets fetches zero. A godverse town under ?noassets stays silent-and-fine. ?stock=real opt-in ⇒ G2a cannot regress the default or classic boots.

5. Determinism — one ask back to G. The seeded pick per bin is C's and stays: same shop.seed → same crate contents, byte-identical revisits. That indexes into items[], so G must emit items[] in a deterministic order (sort by id) — otherwise a re-emit silently reshuffles every crate. Same discipline as E's byte-identical cache re-runs.

6. Buy-anywhere (R9) — compatible, no change. buildBuyableShelf merges per-item-addressable covers from ONE atlas → one draw (noBatch). A per-shop atlas satisfies that naturally (better than the type-pack's seeded atlasPool pick). Parody = not buyable stays.

7. Parody law — E's (d), unchanged and not C's to relax. Metadata deterministically parody-transformed; cover art real; prices real-or-seeded. (v5.0-alpha: John amended this at tier 1 — real titles/artists ship in-house-green, flagged before public. Recorded in G's provenance; not C's to relax either way.)

8. The per-shop cache seam (v5.0-alpha — C's spec; G+F build to this). CONFIRMED BROKEN in R23. G's ask #1 is real and I reproduced it. stockpack.js keys _packs/_resolved by type alone, and preloadStockPack(type, {base}) ignores base on a cache hit. Measured (R23, fresh context):

  • preloadStockPack('record', {base:'assets/stock_godverse/3962749/'}) → the 120-record godverse pack ✓
  • then preloadStockPack('record', {base:'assets/models/'})returned the identical object

Two consequences, the second worse than G's report:

  1. Two stocked shops collide — the 2nd silently serves the 1st shop's crate (blocks v5.0-beta).
  2. It breaks the fail-soft law — an unstocked shop of a cached type inherits that crate instead of falling back to parody. (On a clean cache fail-soft is intact: missing atlas → null → parody, 0 errors. The collision is what defeats it, so this is a correctness bug, not just a mix-up.)

The seam (C owns it, C lands it):

  • Cache key = type + base (equivalently a packKey; a godverse shop's key is its stock_godverse/<godverse_id>/ base). getStockPack takes the same key.
  • Resolution order stays: explicit per-shop base → the type-pack base → null → parody.
  • Per-shop preload on entry (interior build/enter), not a boot-time preload of every shop.
  • LRU = 1 shop's atlas set, disposed on eviction (§7.2) — the load-bearing half of the §7 promise.
  • Identity link: a stocked shop must carry its pack pointer on the shop record (G's godverse_idstock_godverse/<id>/). Not in the town cache today — G flagged it ("monsterrobot must be added to the godverse cache's shops[] as id 3962749"). C consumes whatever field lands; C does not invent it.

9. R23 verification — the first real crate, in a room (ledger #3). PASS. Measured against G's 3962749 atlas (120 real records, 2 × 2048², cell 256²) in a fresh context:

  • Resolves through the existing stockAdapter path via a base override — no C code change needed for the single-shop alpha. 120 items, 2 atlases, 8/8 stock meshes atlas-backed (real covers, not parody).
  • Ceilings hold: 118 draws with real covers (≤350 law); room pathOK, 0 carves.
  • Fail-soft holds (clean cache): missing atlas → null → parody (20 parody meshes, 110 draws, pathOK); no stockAdapter (the ?noassets shape) → parody, zero fetch. 0 console errors throughout.
  • G's index is contract-compliant: items[] sorted by id (my determinism ask honoured ✓), provenance present ✓, uv ⊂ [0,1] ✓, 2 atlases = the cap ✓, cell_w/cell_h harmless (C reads uv) ✓.
  • Verdict: the contract holds. G re-emits nothing. The only C-side work is §8's seam.