PROCITY/docs/LANES/LANE_F_NOTES.md
m3ultra e4a49b5bc8 Lane F R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7)
F wired the last mile of the real-map scout and gated the whole matrix.

- index.js barrel re-exports registerTownCache/validateTownCache; the shell fetches + registers
  assets/towns/<key>.json before generatePlanFor when the town isn't a checked-in fixture — so
  ?plansrc=osm&town=bendigo_real boots a REAL AU town in the engine (the gap: E's caches were on disk +
  in the node selfcheck, but the shell never loaded them → silent Melbourne fallback). Fail-soft
  (404 / invalid / ?noassets -> fixture fallback); opt-in, never on the default or ?classic path.
- tools/qa/town_matrix.py (opt-in qa.sh --matrix): boot / determinism / budget / district / ?noassets
  across 10 towns (2 synthetic hero seeds + 3 osm fixtures + E's 5 real AU caches). ALL 5x10 GREEN —
  Castlemaine at the 6-shop floor still lands a 3-venue district. The existing CityPlan contract eats real
  Australian geography: the evidence John charters v4 = THE REAL MAP on.
- docs: LANE_F_NOTES §17 (the town x gate table), README real-town row, F-progress R17.

qa.sh --strict --soak GREEN 7/7. Verified: ?plansrc=osm&town=bendigo_real -> Bendigo, 9 shops, 3 venues, 0 errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 15:23:15 +10:00

51 KiB
Raw Blame History

LANE F — NOTES (integration runbook + QA gates)

Lane F is integration + QA. It runs after AE land. This file is the durable technical spec: the exact wiring edits, the contracts F needs from each lane, and the QA gate procedures. It is written before AE finished so the wiring is a fast, mechanical pass the moment they do — and so each lane can see the small hook F will ask of it and build it in up front.

Status of this file: living. Update the / markers as wiring lands. Snapshot of lane readiness lives in F-progress.md; run node tools/qa/scaffold_check.mjs for the live matrix.

v2.0 FROZEN (round 9). Nine rounds: seed → walkable town → weather, a shopping crowd, follow-a-ped-into-a-shop presence, and real stock you can buy. Current gate reality + the final v2 flags table live in F-progress.md; qa.sh --strict GREEN 5/5 (scaffold+determinism · consistency · citygen selfcheck · manifest --depot · v2 flags harness STRICT). CityPlan v2 contract frozen by Lane A in CITY_SPEC; validated live by selfcheck (1727/1727) + goldens.


0. Ground truth / environment

  • Repo root on this machine: /Users/m3ultra/Documents/procity (the lane prompts say /Users/jing/Documents/PROCITY — that path is from the authoring machine; use the real path above). Reference repos are cloned alongside: ../90sDJsim, ../thriftgod. Ultra box (existing 3D library / Blender / clip bank): ssh johnking@100.91.239.7.
  • Serve: cd web && python3 -m http.server 8130. Node 26, Python 3.14 present.
  • web/package.json has "type":"module" (Lane A) so node web/js/**/*.js runs as ESM.
  • F never edits another lane's internals. F adds wiring — new files it owns, and small, clearly-marked hook edits at the seams. Where a hook must live inside a lane's file, F first looks for the hook that lane already exposed (see contracts below); the lane owns its file, F owns the glue.

1. Files Lane F owns / creates

path purpose
tools/qa.sh the QA gate runner (scaffold + citygen selfcheck + manifest validator)
tools/qa/scaffold_check.mjs scaffold + PRNG determinism law + live lane-readiness matrix
tools/shots.py Playwright tour-capture → docs/shots/v1_tour/ + contact sheet (ported from 90sDJsim tools/shots.py)
tools/soak.py Playwright 10-minute scripted-walk soak (chunk/heap/leak/error gate)
web/js/citygen/index.js barrel so B's import('./js/citygen/index.js') resolves to A's plan.js (§3.1)
web/js/world/interior_mode.js interior bridge — B's shell ↔ C's buildInterior; owns the interior mode branch (§3.2)
docs/V2_IDEAS.md parked-scope catalogue
docs/shots/ reference shot tree (laneA…E/, v1_tour/, before/, references/)
F-progress.md status report for fable

The wiring is kept as focused F-owned modules (e.g. interior_mode.js) that the shell imports, rather than logic sprinkled through B's files. Each seam edit inside index.html is one line, commented [Lane F integration], and reversible. That keeps ownership clean: B owns the shell + mode machine, C/D own their libraries, F owns the glue modules and the marked seams that call them.


2. Contracts F depends on (verify these as lanes land)

Pulled from CITY_SPEC + each lane prompt. The scaffold check's readiness matrix tracks presence; these are the shapes F wires against. If a lane ships a different shape, fix it here and in the wiring, not by guessing.

⚠ Corrected against the REAL landed code (2026-07-14). The bullets below are what the lanes actually shipped — several differ from the spec-derived guesses in an earlier draft (verified by reading each file + the Lane F self-audit workflow).

Lane A — web/js/citygen/plan.js (landed, verified)

  • generatePlan(citySeed) → CityPlan (schema in CITY_SPEC §Layer 1). <3ms, deterministic, JSON-clean.
  • chunkIndex(plan) → { chunkSize, chunks } where chunks["cx,cz"] = { lots:[id…], shops:[…], edges:[…] } (a plain object, not a callable; a lot may bucket into several chunks). Also exports chunkKey(cx,cz).
  • web/js/core/registry.js exports SHOP_TYPES — per type { label, facades:[<full filename>.jpg…], sign, interior, fittings:[…], storeys:[min,max], hours:{open,close} }. facades are full filenames (facade-timber-teal.jpg), not bare keys — see the skins seam in §7.
  • web/map.html — 2D plan viewer (verified rendering real towns). web/js/citygen/index.js is the barrel Lane F added so the shell's import('./js/citygen/index.js') resolves (§3.1).

Lane B — web/index.html + web/js/world/* (landed, verified live)

  • Mode state machine MODE ∈ {map, street, interior} (interior branch not yet used), one renderer.
  • createChunkManager(plan, scene, ctx) — a factory, not a class; returns { update(pos), warmup(pos), getColliders(x,z), setNight(bool), getDoorMeshes(), count, dispose() }. No onChunkBuilt/onChunkDisposed lifecycle hooks — so §3.3 must drive citizens off the street graph, not chunk lifecycle (or F adds a hook; prefer graph-driven).
  • Door pick is wired via HUD: createHUD({ onEnterShop: (shopId,name)=>enterShop(...) }); enterShop() dispatches procity:enterShop and is otherwise a stub (hud.showToast('interiors coming')) — this is the seam F completes in §3.2. Interior returns via procity:exitShop.
  • HUD shows draws / tris / fps / seed / time-of-day (F reads these for the budget gate).
  • Exposes window.PROCITY = { plan, scene, camera, renderer, chunks, lighting, player, skins } (F builds the window.DBG harness hook on top of this — §4).

Lane C — web/js/interiors/interiors.js (landed, verified)

  • buildInterior(shop, THREE, opts={registry,archetype,stockAdapter}) → { group, spawn:{x,z,ry}, exits:[…], places:[…], dims, recipe:{counterPos,…}, dispose() }. Matches the wiring plan.
  • Caller must attach lot dims: pass { ...shop, lot: plan.lots.find(l=>l.id===shop.lot) }. dispose() frees tracked GPU resources (soak gate asserts baseline).

Lane D — web/js/citizens/* (landed, verified)

  • sim.js exports class CitizenSimnew CitizenSim({ renderer, scene, camera, citySeed, graph, fleet, group }). It is street-graph driven, not per-chunk: there is no spawnRoster/despawn/setDaySegment — build it once from the street graph and tick it in the loop.
  • keepers.js exports class KeeperManagernew KeeperManager({ camera, citySeed, fleet }), then spawn(target, { x, z, ry, shopId, type }) → handle, remove(handle), disposeAll(), update(dt, playerPos). (Not spawnFor/disposeFor.)

Lane E — web/assets/manifest.json + pipeline/validate_manifest.py

  • Manifest: {depot, fittings:{id:{file,footprint,thumb}}, furniture:{…}, skins:{facade,sky,ground,wall,interior}}.
  • python3 pipeline/validate_manifest.py green (F's gate 5 runs it).
  • B/C read the manifest for GLB upgrades; primitive fallbacks must still fire under ?noassets=1.

3. Wiring checklist (LANE_F §Wiring — expanded to exact steps)

All of this lives in web/js/world/wiring.js (F-owned) + the minimal hooks each lane exposes.

3.1 Plan source swap (A → B) DONE (verified live)

  • Lane B already reads ?seed=N (default 20261990), guards the citygen import, and surfaces the town name + seed in the start panel and HUD. But it imported ./js/citygen/index.js, which did not exist (Lane A shipped plan.js), so it silently fell back to the 14-shop fixture.
  • Fix: Lane F added web/js/citygen/index.js (barrel re-exporting generatePlan/chunkIndex/chunkKey from plan.js). Verified live: shell logs "using Lane A generatePlan", HUD shows the real town ("Boolarra Heads", 523 shops), 31 chunks stream.
  • Map key M is wired by Lane B to an in-shell minimap (not map.html). Fine for v1.
  • Gate: plan determinism asserted green by scaffold_check.mjs. Map-PNG determinism pending the shot harness + DBG hook (§4).

3.2 enterShop → interiors (B ↔ C) DONE (verified live, 2026-07-14)

Implemented as an F-owned bridge module web/js/world/interior_mode.js (createInteriorMode), plus a thin marked seam in the shell. The bridge renders the interior into its own dark THREE.Scene — the street scene is simply left frozen (not disposed → instant return, CITY_SPEC L3 "pause, not dispose"), which is cleaner than hiding B's ground+chunk meshes in a shared scene.

enterShop(shopId, name):                                  // shell seam (was the toast stub)
  shop = plan.shops.find(s => s.id === shopId)            // id is numeric; matches door.shopId
  lot  = plan.lots.find(l => l.id === shop.lot)           // attach {w,d} — Lane C sizes the room to it
  interiorMode.enter({ ...shop, lot:{w,d} }, name); setMode('interior')
interiorMode.enter(shop):                                  // F module
  current = buildInterior(shop, THREE); scene.add(current.group)  // Lane C
  doorReturn = {x,y,z,ry of the player on the street}
  camera → current.spawn (x, 1.6, z, ry); exitArmed = false
loop [MODE==='interior']: if interiorMode.update(dt,keys) leaveShop()
  update: walk via current._debug.grid occ/bounds (mirrors interior_test.html) → renderer.render(ownScene)
          exit arms once player steps >2m from the door, then fires within 1m of exits[].toStreet
leaveShop() / 'procity:exitShop' / Esc(unlock):            // three exit routes, all → leaveShop
  interiorMode.exit(): current.dispose() (frees GPU + unparents); camera → doorReturn
  setMode('street')                                        // pointer stayed locked → walking resumes at once
  • Verified live (seed 20261990 "Boolarra Heads"): door → Toy Shop "Numbat Playthings" renders (ivy wallpaper, stocked shelves, counter, exit doorway); exit state-machine correct (no instant-exit at spawn; arms then fires at the door); leak-free — GPU memory 134 geo/37 tex → 217 loaded → back to 134/37 after dispose(). Swept all 9 shop types (toy/video/pawn/ opshop/book/record/stall/dept/milkbar), every one ok+pathOK+leftClean, worst build 8.4ms (budget 50), zero console errors.
  • Gate: determinism (byte-identical placement per seed) is asserted by Lane C's own soak page; memory-to-baseline after dispose() confirmed above. Real pointer-lock walk-in is the one bit the automated browser can't drive — needs a human (or the DBG hook in §4).

3.3 Citizens + keepers (D)

Keepers DONE (verified live). Wired into the interior bridge (interior_mode.js), not the shell: new KeeperManager({ camera, citySeed: plan.citySeed })no fleet passed → asset-free placeholder actor (rig-fleet upgrade is later, with §3.4). On enter, find the counter interactable (places.find(p => p.userData.keeperStand) — Lane C tags {x,z,ry} there) and keepers.spawn(interior.group, { x, z, ry, shopId, type }); tick keepers.update(dt) each interior frame (playerPos defaults to the camera); keepers.disposeAll() on exit, before the room disposes.

  • Verified: placeholder keeper (11-mesh humanoid) stands at the counter pose (record shop: {2.55,-2.46, ry 1.571}), turns to greet a nearby player (0.21 rad) and eases back when they leave (~0), disposes to 0. Leak-free: 5 enter/leave cycles over 5 shop types → after-leave memory constant at 96 geo/16 tex, net growth 0; 0 console errors.

CitizenSim (street peds) DONE (verified live). Happy surprise: plan.streets already IS the graph{ nodes:[{id,x,z}], edges:[{id,a,b,width,kind}] } — so graph: plan.streets passes straight in, no adapter needed (the runbook's earlier streetGraphFrom is unnecessary). In the shell: new CitizenSim({ renderer, scene, camera, citySeed: plan.citySeed, graph: plan.streets }), setPopulation(140) (?pop= tunable), then in the street branch each frame: setTimeOfDay((clk.seg + clk.frac)/6) + update(dt) — note update takes only dt and reads this.camera.position internally (the runbook's update(dt,pos) was wrong). visibilitychange → setPaused. No fleet → asset-free placeholder(near)/impostor(mid) tiers; sim self-manages NEAR/MID/FAR LOD off camera distance (not chunk-driven — chunks.js has no lifecycle hook).

  • ⚠ gotcha (fixed): getClock().hour is a display string ('12:30'), so hour/24 → NaN → 0 peds. Use the numeric day fraction (seg + frac)/6 instead.
  • Verified: 140 pop → 96 active midday (density curve; ~7 at night), peds walk footpaths at ~1.5 m/s, deterministic per seed (Lane D property; F passes the same graph+seed). Budget: 1 near placeholder ≈ 11 draws (11 meshes), bounded by NEAR_MAX=24; but a hamlet never fills it — worst across all 6 main/high edges was near 3, ~191 composer draws (budget 300). Coexists with interiors+keepers (round-trip regression clean); 0 console errors.
  • Note for §3.4: placeholder near-tier is the draw cost; the rig-fleet upgrade (shared meshes + impostor promotion) is what lets ?pop= rise well past 140. Until then 140 is the safe lively default.

3.4 Manifest + ?noassets + rig-fleet upgrade DONE (R3, verified live)

Wired in the shell (all gated by NOASSETS = ?noassets=1):

  • Rig fleet: loadPedFleet('models/peds/') (19 char GLBs + walk/idle clips exist locally) → passed to new CitizenSim({…,fleet}) and (via createInteriorMode({…,fleet})) to KeeperManager. Peds + keeper upgrade placeholder→shared GLB rigs once fleet.whenReady resolves (verified: citizens.mode==='rig', keeperKind==='rig', detailed characters on the street + behind counters).
  • Interior GLB: preloadManifest() at boot + buildInterior(shop,THREE,{useGLB:!NOASSETS}) → Lane C glb.js swaps fitting primitives for depot GLBs (depot:<file> → 3GOD, reachable). Verified: bookshop fittings load real GLBs (+8 meshes, dense shelves). Not all kinds mapcounter is intentionally primitive; record_crate is a known-failing GLB → fail-soft to primitive.
  • ?noassets=1: fleet=null, manifest not preloaded, useGLB=false. Verified zero network (Performance API: 0 GLB, 0 depot, 0 manifest, 0 ped-model requests); 100% primitive, still legible.
  • Leak-free: rig keeper + interior GLBs dispose clean — the persistent geometry is the intentional shared loadGLB cache (cold entry +N geo, re-entries flat: proven cycle2/3 = 189→189). soak.py pre-warms this cache so the gate is honest.
  • ⚠ finding (D/E): GLB character models are triangle-heavy (~45k each near rig) → busiest view tris ~279k, soak peak ~1.0M, over the 200k soft budget. Draws are fine (~200/300). Decimate the ped GLBs (and heavy fittings) to hit the tri budget; F holds ?pop=140 until then (raising pop adds near rigs = more tris). See Cross-lane requests §9.

3.5 Hours / closed shops DONE (R3, verified live)

  • currentHour() parses lighting.getClock().hour ('HH:MM'→float); isOpen(shop) = open ≤ H < close. Both exposed on window.PROCITY. enterShop gates on it: closed → 🔒 CLOSED · opens HH:00, no build.
  • Lane A ships exactly one openLate:true landmark/town — always the video rental (Video Regal [11,23] etc.). Verified: midday toy shop [10,16] enters; night (22:00) toy shop blocked, only the video shop opens (the night destination).
  • Cross-lane (B): the facade visual closed-state (dark windows + CLOSED plate) + a "CLOSED" door tooltip are Lane B's rendering — window.PROCITY.isOpen(shop) is the predicate. See §9.

3.5 Hours / closed shops (A data → B facade + C gate)

  • isOpen(shop, seg) from shop.hours:[open,close] vs the current day segment (map 6 segments → hour). Closed ⇒ B renders dark windows + CLOSED plate (facade state); enterShop → locked toast.
  • Exactly one late-night shop per town (Lane A seeds a shop whose hours run late). F asserts it exists: plan.shops.some(s => s.hours[1] >= 22) (tune threshold to A's convention).
  • Gate: at night, ≥1 open shop; closed shops visibly closed + un-enterable.

4. QA gates — ALL GREEN (v1.0 criterion met, R4). tools/qa.sh --strict is the static umbrella.

Measured against the fully-committed R4 tree (seed 20261990, "Boolarra Heads"), verified live + by a 6-auditor adversarial v1-readiness workflow (2026-07-14) → GO.

# gate criterion result (R4)
1 Determinism seed → identical plan (deep-equal + golden fingerprint) + selfcheck scaffold_check green; selfcheck 1301/1301, fingerprint 0x3fa36874 (intended A2 shift, not drift); two node processes → identical sha256(plan) per seed; chunkIndex covers every lot
2 Soak walk ≥30 chunks, ≥15 shops; geo/tex baseline after each interior; heap stable; 0 console errors 37 chunks, 20 shops, heap 38→38 MB, 0 errors, leak-free
3 Budget busiest intersection: ≤300 draws, ≤200k tris (settled clean measure) draws 138 · tris ~31k (baseline 372k; peds decimated 924k→46k ≤3k each, D2 sign-off)
4 Asset-free ?noassets=1 full playthrough, zero crashes, zero network heap 13→13 MB, 0 errors, 0 asset requests
5 Selfchecks selfcheck.js + validate_manifest.py --depot green via qa.sh qa.sh --strict 4/4; manifest --depot: 23 GLBs live, 0 err
6 Shots docs/shots/v1_tour/ 10 beauty shots + contact sheet 10 full-frame 1280×720, no letterbox, 3 new poses resolve; incl. §3.5 night closed-facade (CLOSED plates + lit openLate video) + real record/opshop interiors (keeper + hero props)

Note: soak peak-draw/tri warnings are transient teleport/impostor-atlas-bake sampling spikes; gate 3's settled busiest-intersection measure is the authoritative budget check (draws 138 / tris 31k).

DBG hook — LANDED (Lane B web/js/world/dbg.js, ?dbg=1)

window.DBG exposes ready / shot(name) / teleport(x,z,ry) / setSegment(seg) / enterShop(id) / exitShop() / info() and drives tools/shots.py + tools/soak.py (mirrors 90sDJsim's window.DBG). Bookmarks: street_noon, arcade, market_square, milkbar_dusk, night_neon, crossroads_busy, residential_collar, warehouse_fringe. Interior tour shots (record/opshop) are captured by enterShop(id) directly (not via shot(), which forces street mode) — see tools/shots.py.


5. Order of operations once lanes land

  1. node tools/qa/scaffold_check.mjs — A's plan determinism + registry confirmed present.
  2. Wire §3.1 (plan swap) → generated seed boots on the shell (barrel + skins fix, verified live).
  3. Wire §3.2 (interiors) → door opens, enter/walk/exit + dispose verified across all 9 types.
  4. Wire §3.3 (citizens + keepers) → keeper greets at the counter; peds walk the graph, budget-safe.
  5. Wire §3.4 (manifest + ?noassets + rig-fleet) and §3.5 (hours) — all verified live (R3).
  6. ◑ Gates: 2 & 4 PASS (soak/asset-free), 5 GREEN (--depot), 3 tris-blocked on D/E decimation, 6 shots need Lane B bookmark poses. docs/shots/v1_tour/ captured.
  7. tools/qa.sh --strict green + gate 3 tris ⇒ tag v1 (pending D/E ped-GLB decimation).

7. Live smoke-test findings (2026-07-14, real generated town, seed 20261990)

Booted the wired game in a browser and drove the camera via window.PROCITY. State: Boolarra Heads · 523 shops · 711 lots · 31 chunks live · 31 door meshes · 24.7k tris.

  • Seed → real town works after the barrel fix (§3.1). Contiguous strip, awnings, verandah posts, doors, windows, gum trees, sky dome, 6-segment day cycle — all render.
  • Facade skins seam (FIXED). skins.js facadeMat built assets/gen/facade-<name>.jpg but Lane A's facadeSkin is the full filename (facade-fibro-blue.jpg) → every facade requested facade-facade-…jpg.jpg (404 → flat colour). Lane F normalized the name at the facadeMat chokepoint (strip a leading facade- + image extension; idempotent for bare keys). Verified: facade JPEGs now return 200 OK, town is textured. Root cause is a cross-lane naming contract ambiguity — registry stores filenames, skins.js expected bare keys. Worth a CITY_SPEC line so ground/awning/interior skins don't hit the same trap.
  • Budget: ~334 draw calls at spawn (radius 3), over the CITY_SPEC ≤300. Tris fine (~25k). Options for Lane B: drop default radius to 2, or merge more per chunk. Gate 3 will fail until shaved.
  • Interiors not wired (§3.2), citizens not wired (§3.3), manifest/?noassets not wired (§3.4) — the remaining integration passes.

8. Open questions for the lanes (surface, don't guess)

  • B: will you expose the window.DBG hook (§4) and the ChunkManager lifecycle callbacks (§3.3)? If not, F wires citizens via a MutationObserver-style scan — slower, please prefer callbacks.
  • A: which field marks the "open late" shop, and what's the hours encoding (24h ints? segment idx)?
  • C: does places tag the counter slot with a stable kind:'counter' so keepers find it?
  • E: is ?noassets honored inside your manifest-consuming code, or does F gate it at the shell?
  • D: roster spawn/despawn API name + does it accept a chunk key directly?

9. Cross-lane requests (Lane F → others, R3) — the integration surfaced these; not silent-editing your files

→ Lane D / Lane E — decimate the ped GLBs (blocks gate 3 tris). The rig fleet (web/models/peds/*.glb) is wired and works, but the character models are triangle-heavy: ~45k tris each near rig, so the busiest-intersection view hits ~279k tris (soak peak ~1.0M) vs the 200k CITY_SPEC budget. Draws are fine (~200/300 — the shared-mesh sharing worked). Please decimate/LOD the 19 ped GLBs (target ≤~1015k tris each) so gate 3 passes; then F can raise ?pop= past 140. Same applies to any heavy interior fitting GLB.

→ Lane B — three dbg.js / shell items:

  1. shots.py bookmark poses (gate 6). dbg.js BOOKMARKS defines street_noon/arcade/market_square/ milkbar_dusk/night_neon, but F's v1_tour also uses warehouse_fringe / residential_collar / crossroads_busy — these fall back to street_noon (identical frames). Please add those 3 poses.
  2. shots letterbox. In headless (1280×720), DBG.shot()composer.render() renders into a square sub-region even though renderer/canvas/camera are correctly sized — the EffectComposer render targets don't rebuild on the initial resize. A real viewport toggle in shots.py didn't fix it; likely the composer needs an explicit setSize/reset on first shot(). (In-game, real window sizes render fine.)
  3. §3.5 closed-facade visual. F gates enterability by hours (window.PROCITY.isOpen(shop)); the visual closed state — dark windows + a CLOSED plate, and a "CLOSED" door tooltip in hud.js — is your facade/HUD render. Predicate is ready on window.PROCITY.

Note: F-owned harness bugs found + fixed this round (so the gates actually run): shots.py/soak.py polled window.DBG before its async install (race → false "absent"); read DBG.plan (unexposed → use window.PROCITY.plan); enterShop({shopId}) vs the bare-id contract; shop.lot treated as an object (it's a lot id); soak now pins midday (else §3.5 closes shops mid-walk) + pre-warms the shared GLB cache (else the one-time upload reads as a leak) + budget peaks demoted to warnings (DBG.info samples spike during streaming; gate 3's clean single-pass is authoritative).


10. Round 5 — v1.1 close-out + v2 flag seams (Lane F tracking)

Round 5 (v1.1 polish + v2 foundations behind flags). v2 prime law: default boot stays v1-identical; GOLDEN.hash 0x3fa36874 must not move; qa.sh --strict green at every commit.

v1.1 tag — WATCH (blocked on C1 + E1)

Tag v1.1 once Lane C re-maps counter_till + record_crate (C1) and Lane E bakes the hero props ≤8k (E1). F then: verify record/milkbar/opshop interiors (GLB counter+till correct, bins upgraded, baked props look right), re-capture ONLY the 2 interior tour shots if improved, qa green → git tag v1.1 (local). Nothing to tag yet — HEAD 039c179, no round-5 lane commits.

v2 flag seams — table (F wires web/index.html + tools/ as lanes document them)

Every flag default-off + independent. Wire only from the owning lane's NOTES call-site spec.

flag owner what F wiring state
?plansrc=osm A second plan source (OSM fixture) behind the CityPlan contract select in shell plan bootstrap A did not run R5 — task carries to R6
?winmap=1 B parallax interior-mapping window shader none needed (self-contained in buildings.js) landed 2a923b6
?dig=1 C dig.js crate-riffle on procedural stock wired by F (26d68cd): DIG_ONinteriorMode, Esc/pointer-lock guards landed 7131f53 + F2
?roster=stream D chunk-streamed citizen roster none needed (self-contained in sim.js) landed 93a3168

(table updated by Fable in the R5 review — F3 harness extensions below did NOT land in R5; they are the top Lane F item for R6.)

v2 QA harness extensions (F3) — build as flags land

  • Determinism gate: pin plan-hash + first-interior-hash per (seed, plansrc). Synthetic stays 0x3fa36874; add the osm-fixture hash when A lands.
  • Flags-off regression check: boot no-flags → assert plan hash + a settled draws/tris snapshot within tolerance of the v1 baseline (catches a v2 flag leaking into the default path). This is the enforcement arm of the v2 prime law — build early, before flags land.
  • v2 smoke: boot each flag on, walk 2 chunks, enter 1 interior (+1 dig if C landed), 0 console errors. Wire into qa.sh as a non-strict (warn) gate this round; strict next round.

Marshal

Shared-tree arbiter this round: F owns web/index.html + tools/; if two lanes collide on a file, F arbitrates. Cross-lane asks → the owning lane's NOTES, not silent edits.


12. Round 12 — v3.0-alpha gig layer (?gigs=1). F wires it last; findings below.

What F built. web/js/world/gig_state.js (new, F-owned) — the Friday-night state machine; the ?gigs=1 seam + custom_bands.json bootstrap in index.html; the cover charge at the door; the band + crowd + gig-bed wiring in interior_mode.js; smoke_gigs in tools/flags_check.py (6 gates) + the v3 arm of the flags-off regression.

The state machine (gig_state.js) — the two things that are load-bearing

  1. It listens, it doesn't poll. lighting.js dispatches procity:segment on every segment change; the latch rides that. A poll-only machine sees only the segments it is sampled on — driving NIGHT→DAWN→MORNING→NIGHT with nothing reading in between (player inside the pub, audio muted, so neither F's street loop nor B's audio rAF is reading) skipped the night roll entirely: the night never advanced and the cover was never due again. Caught live, fixed, re-verified.

  2. state is a getter, not a field. B's audio engine self-ticks on its own rAF and reads PROCITY.gigs.state while the player is inside a shop — i.e. when F's street loop is not running. A pushed field goes stale there and the spill lies about the gig.

  3. The night rolls on WHERE the clock lands, not on watching done go by. First cut incremented the night when leaving 'done' forwards — which meant a clock jump straight from NIGHT to MORNING (never touching DAWN) never rolled the night at all, and a broke punter walked in on last night's paid stamp. smoke_gigs caught it; stepping with [/] always passes through DAWN, so only a jump (DBG/shots/soak all jump) exposed it. Now: the latch clears wherever it clears, and landing in the daytime (MORNING…ARVO) is what rolls the night; landing on the doors means we rewound out of the gig — same night, stays paid.

done is real, not decorative: the segment→hour map tops out at NIGHT (22:00) so the gig owns the whole night segment, and "after the gig" can only be DAWN (closing time — band packing up, crowd draining per A's closing-time ruling). Latch clears on any non-DAWN segment so rewinding the clock ([) doesn't leave done stuck on a midday town — it did exactly that on the first verify.

⚠ Finding 1 (Lane C ↔ Lane E) — the gig bed key never met. F bridged it; needs a contract line.

LANE_C_PUB.md asks E to name the live bed gig-pubrock (C emits room.audio.gigKey = 'gig-' + genreKey). E shipped it as pubrock-live (gig:true, types:['pub']) — which is also the key B's street spill hardcodes. Neither is wrong; they just never met. Unresolved, AUDIO.music['gig-pubrock'] is undefined and the pub plays to a silent room — and because the audio law fails soft, nothing errors: you just get a band miming. F resolves it at the glue (interior_mode.js GIG_BED + a generic gig-<genre><genre>-live fallback). This is the R1 facade-skin filename trap again (registry stored filenames, skins.js expected bare keys). → C/E/Fable: pick one and put it in CITY_SPEC as a named contract, so genre #2 doesn't rediscover this. F's smoke now asserts gigKey resolves.

⚠ Finding 2 (Lane D + Lane E) — E's instrument GLBs landed; nothing wires them.

E shipped 5 instrument GLBs this round (electric_guitar, bass_guitar, drum_kit, guitar_amp, mic_stand, all in manifest.fittings with footprints + thumbs). D's band holds primitives and published spawn(..., { instrumentFor }) as the injection seam — D-progress says E's GLBs "drop in via opts.instrumentFor(role) when they land". They have landed. Nobody owns the join. Not blocking (asset law: a primitive band is still a gig, and it reads fine in the shot), but it is a dangling R12 deliverable. F did not do it silently: picking manifest ids and orienting/scaling instruments inside D's rig is D's call, and the R12 no-drummer question below wants answering in the same pass. → R13.

⚠ Finding 3 (ROUND12 spec ↔ Lane C) — the band has no drummer.

ROUND12 §Lane D.1 specifies "guitarist/bassist strum-sway, drummer seated bob", and E was asked for "drum kit (one merged kit)". C's stage.bandPoses are guitar / vocal / bass — a front-line trio; the drum riser is set-dressing with no pose. D built to C's poses and flagged it. So the shipped alpha band is 3-across-the-front with a mic stand where the spec expected a kit. Cosmetic, non-blocking, deterministic — but it is a spec/implementation divergence that no gate can catch. → Fable/John: rule for R13 (add a 4th drums pose on the riser, or amend the spec to a front-line trio).

Gate lesson — "no giants" must measure STATURE, not world crown.

The R10 gate asserts head-bone world Y ∈ [1.4, 2.0]. The band stands on C's 0.32 m stage deck, so a perfectly human 1.73 m guitarist has a world crown of 2.05 m and a naive world-Y check fails a correct band (it did, first run). smoke_gigs measures crown base.y for the band/crowd and keeps the world-crown assert only for "never clips the ceiling", which is the real R10 failure mode. tools/qa/interior_scale_check.py is unchanged (keepers/browsers stand on the floor, base.y = 0) — but if anyone ever puts a keeper on a platform, that gate inherits this bug.

→ Lane B (small, R13): no venue bookmark for shots

dbg.js BOOKMARKS has no venue pose, and DBG.shot(name) forces street mode and re-poses/re-segments — so there is no way to drive a scripted "lit pub frontage at night, gig on" street shot (the alpha's other money shot; your marquee + posters + spill are the whole street story of this round). F verified the frontage lights correctly (emissiveIntensity 1.7 at on, 71 draws / 29.6k tris at the venue) but shot it by hand. Ask: add a venue_night bookmark (pose at the pub frontage, seg:5) — then F's tools/qa/gig_shot.py can capture the street side too. This is the same "3 missing bookmark poses" ask from R3 §9, so it may be worth doing the set in one pass.

Harness note — where the browser gates actually run

This session's box had no Chromium and no Chrome, so every Playwright gate (flags harness + scale gate) is un-runnable locally until tools/.venv/bin/python -m playwright install chromium. The repo at /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. Gotcha: node is not on the non-interactive ssh PATH — env PATH=/opt/homebrew/bin:$PATH tools/qa.sh --strict, or every node gate reports a bogus FAIL (node: command not found).

R12 numbers (measured, seed 20261990 → "Boolarra Heads", venue = The Thornbury Hotel)

thing number
gig-night interior, rig fleet 4250 draws · ~40k tris (budget ≤350)
gig-night interior, ?noassets=1 placeholders (worst) 171 draws (budget ≤350)
gig-night street at the venue 69 draws · 29.6k tris (budget 300 / 200k)
band / crowd 3 on the deck · 8 at 8 watch points · 3 dancing / 5 standing
figure scale band stature 1.681.77 m (crown ≤2.09 m under a 4.0 m ceiling); crowd 1.601.77 m
leak, 4 gig enter/exit cycles geo 66→66 · tex 63→63 (zero)
tonight's covers (7 nights) 10, 0, 0, 3, 2, 0, 9 — 3 free of 7 (~half, as seeded)
custom band names surfacing 7 of John's 10 fill all 7 nights; ?noassets=1 → pure generator

13. Round 13 — v3.0-beta THE DISTRICT (?gigs=1). F wires it last; findings below.

What F built (all 7 tasks from ROUND13 §Lane F). All committed Lane-F-only; verified green on m3ultra (qa.sh --strict, the focused district gate, the scale gate). A single WARN — the queue — is a documented handoff to D, not a hole (below).

  1. Per-venue state machine (gig_state.js, rewritten). One latch PER VENUE keyed by venueShopId; a town of 24 venues runs 24 independent latches off the SAME procity:segment spine. All three hard-won R12 laws are preserved verbatim inside createVenueLatch (listens-not-polls · state is a getter · night rolls on WHERE the clock lands). New runtime surface on window.PROCITY.gigs: .byVenue{ [id]: state } (B's venue.js/audio.js read it), per-venue stateOf/onOf/openOf/gigOf/coverOf/ bandNameOf/paidOf(id) + markPaidOf(id) + .venueShopIds. The R12 single-venue alias (.state/.on/.venueShopId/.cover/.paid/… → the primary venue = gigs[0]'s) is kept one round so B's mid-round single-venue callers don't break — it retires next round. Contract pinned in CITY_SPEC §v3. Tonight per venue = its night-0 gig (matches A's posters + B's frontage, all night-0-keyed); a dark-tonight venue latches 'quiet' all session, which is true to the seeded week.

  2. Walla + applause (interior_mode.js). While a venue's gig is on, the crowd bed ambience['crowd-walla'] rides the interior TONE layer under the live band bed (you hear the room, not the fridge hum) — it reuses B's existing playInterior({musicKey,toneKey}), no new audio API. On the on → done edge while the player is inside (crowd's last-song → the clock rolls NIGHT→DAWN), a one-shot sfx['applause'] sting fires ONCE (applauded latch, re-armed per enter). Fail-soft throughout (no-op muted / ?noassets / pre-gesture). Verified live: iMusic=gig-pubrock, iTone=crowd-walla, edge fires, 0 errors.

  3. Cover charge PER VENUE (index.html). The door seam now keys off the shop being ENTERED (openOf/coverOf/paidOf/markPaidOf(shopId)), so a night at two venues is two covers; each latch holds its own runtime paid-stamp. Verified: paid ($10 debited once, re-entry free), broke-knockback, free night.

  4. Debt #1 CLOSED — and the R12 bridge was a LIVE BUG. E renamed the pub bed pubrock-live → gig-pubrock this round (the canonical gig-<genreKey>), so F's R12 GIG_BED/gigBedKey bridge — which rewrote gig-pubrock → pubrock-live — was now pointing at a manifest key that no longer exists: the band would have mimed in a silent room. DELETED. The room's audio.gigKey (already the manifest key) feeds the engine directly, zero mapping. Verified across two genres live: gig-pubrock (pub), gig-covers (rsl).

  5. Gate hardening — stature into the shared gate (interior_scale_check.py, debt #6). The human-size assert now measures stature = crown foot (feet→crown span, platform-independent), with the world-crown "never clips the ceiling" assert kept as its OWN line. The day a keeper stands on a platform, the gate won't fail a correct figure. Floor figures foot≈0 ⇒ stature≈crown ⇒ backward-compatible. Verified: 24 figs across 6 shops, statures 1.601.86 m.

  6. District smokes (flags_check.py smoke_gigs, extended). band 3→4 · a new §2b DISTRICT loop that enters EVERY playing venue and asserts its gigKey resolves to a real manifest bar (debt #1 across 3 genres), per-venue crowd ≤ its own watchPoints, 4-piece, no-giants-by-stature · §2c street budget at the busiest venue block (settled-floor sample) · queue probe (WARN-pending, below) · plus the R12 determinism / cover / noassets / flags-off arms. All green.

⚠ Cross-lane ask (Lane F → Lane D) — the QUEUE seam. F's smoke is READY; it WARN-skips until D exposes it.

D owns the outdoor queue (web/js/citizens/queue.js VenueQueue, charter item, landing this round). B has already published the zone: window.PROCITY.venuePresentation.queueZoneFor(id) → {x,z,ry,len} and .queueZones. F drives the surge per venue via citizens.setGig(id, open) (done). What F's smoke needs to verify "queue ≤ cap and drains by done" is a read seam on the sim — proposed contract: window.PROCITY.citizens.queueInfo(venueShopId) → { count, cap } (live count while doors/on; 0 once the gig is done). Wire the queue's spawn to queueZoneFor(id) at doors and expose queueInfo, and F's smoke flips WARN→assert with no further change. (If D picks a different accessor name, tell F and F adjusts the one line in smoke_gigs §2b.)

R13 numbers (measured, seed 20261990 → "Boolarra Heads", 3 venues)

thing number
district 3 venues — 2 playing tonight (pub #116 The Exchange Hotel · rsl #404), 1 dark (reads true)
live beds resolve pub → gig-pubrock · rsl → gig-covers (both real manifest bars, debt #1 across genres)
band / crowd 4-piece each venue · pub crowd 8/8 watch points · rsl crowd 12/12 (the cap stress case)
gig-night interior (rig) 62 draws · 34k tris (budget ≤350) · ?noassets still a full 4-piece gig
street @ venue block, night 99 draws · 28k tris (budget 300 / 200k) — lit frontage + posters + queue zone in
figure scale band+crowd stature 1.611.81 m, tallest crown 2.12 m under the 4 m ceiling
cover, per venue $10 debited once · re-entry free · broke knockback · free night (seed 1234) — all hold
flags-off prime law fingerprint 0x3fa36874 unchanged · gig layer wholly absent · 0 errors

Status: F's wiring is done, committed, and green. Waiting on Lane D for (a) the queue seam (queueInfo) so the queue smoke goes live, and (b) the band polish (E's instrument GLBs in hand, drummer facing/RY_FLIP) — the band already lands at 4, human-sized, 0 errors, so this is polish not a blocker. Once D commits: re-run the gates, flip the queue assert, capture the district money shots, tag v3.0-beta.

(R13 epilogue: D landed mid-session; F wired the queue (D shipped VenueQueue, left the street-side lifecycle to F), the queue smoke went live, both money shots shipped, and v3.0-beta was tagged + pushed. The queueInfo proposal above was superseded by D's VenueQueue.count() + F's shell queueCountOf.)


14. Round 14 — F never ran; the brief carried in full to R15.

R14 was the "v3.0 release round." AE landed excellent hardening (D's identity-continuity seam, B's alias-reader retirement + queue_night hero + 19-bookmark tour audit, A's 400-seed invariant sweep + §v3 freeze, C's adversarial venue audit, E's provenance freeze) but Lane F never ran — so v3.0 was not tagged and F's whole release brief (continuity wiring, alias deletion, week soak, the tour, the tag) was untouched. Fable carried it verbatim into R15. Nothing F-authored landed in R14.

15. Round 15 — THE v3.0 RELEASE CLOSE (?gigs=1). F ran last; the six-item brief, all green.

A first (poster flip + golden re-pin) → B/C verify → D one-line amp move → F closes. All deps were in before F ran (verified against origin). The six F items (ROUND15 §Lane F), each committed atomically by pathspec:

  1. Continuity wiring + smoke (ledger #3) — D published the seam in R14; F wired its three touches: crew.spawn(…, { roster: rosterOf(shop.id) }) in interior_mode.js (front crowd slots become tonight's roster), rosterOf:(id)=>citizens.tonightRoster(id) + onAdmit:(e)=>citizens.recordVenueEntry(id,e) on the queue in the shell (the clear is automatic on setGig(id,false)). New smoke_continuity asserts the seam on identities (crowd ⊇ roster ∩ cap · every member.pedIndex ∈ tonightRoster · crewInfo.fromRoster), the empty-roster path injects nobody (shell side of D's byte-identical law), and settled tris (ledger #5). Commit 687d23f.
  2. Alias deletion (ledger #2) — the R12 single-venue scalar alias is gone; every read is keyed by venueShopId. Deleted the alias block + primaryId/P in gig_state.js; migrated flags_check.py + gig_shot.py (.venueShopId→venueShopIds[0] · .state→stateOf(id) · .cover→coverOf(id) · .bandName→bandNameOf(id)); deleted the two CITY_SPEC §v3 alias sentences + added the omitted nightOf(id). B's R14 sweep left the cross-lane readers clean; only F's tools remained. One atomic commit 146b5f3.
  3. Full-week soak (tools/qa/week_soak.py, opt-in qa.sh --soak, non-strict) — 7 nights × every playing venue in one context: latch state per plan.gigs (dark venues quiet), cover stamped per venue per night (debited once, re-entry free, due again next night), roster clears per night (no accumulation), and geo/tex return to a warmed baseline across ≥20 cycles — a leak is unbounded per-cycle growth; warm-up cache residue plateaus (the memTrail proves it). Commit edc0c47.
  4. The money-shot tour (tools/qa/tour_shots.py, ledger #4/#5) — one deterministic run → docs/shots/ release_v3/ + contact.html: venue_night, district_posters, queue_night (John's hero — A's flipped frontage poster now reads from the street), gig_interior (4-piece + real instruments + a roster crowd), rain_verandah, tram_stop. Settled discipline: measured after the async instrument GLBs / posters / chunks land (shoot-twice), clean per-group loads; queue driven live (explicit admits, not throttled rAF auto-drain). Commit 6a35b29.
  5. Docs assembly — README v3 section (what shipped · flags table · the tour), this §14/§15 runbook, F-progress current, the five freezes confirmed committed (A a3911a4/35da83c, B eee60e0/a0b5784, C 62e38c5/2446ae3, D 9a65f51/66aec0f, E 55f6698).
  6. Acceptance + tagqa.sh --strict 6/6 + smoke_continuity + week_soak.py green → tag v3.0.

Numbers (measured, seed 20261990 → "Boolarra Heads", 3 venues)

thing number
district 3 venues — 2 playing (The Exchange Hotel gig-pubrock + an RSL gig-covers), 1 dark
gig interior, settled 4-piece · crowd 8 (2 from the roster) · 56 draws · 35k→182k tris (pre-load→settled; gate is draws ≤350)
street @ venue block, night queue_night 121 draws / 62k tris · district_posters 186 / 134k (busiest) — all ≤300/200k
week soak 28 enter/exit cycles · $60 covers · geo/tex flat across the back half (115/86→115/84) · 0 errors
continuity seam 2 queue admits carried into the crowd · empty roster 0-injected · member.pedIndex ∈ tonightRoster
settled-tris honesty (ledger #5) C was right: the interior settles to ~182k tris after the 5 instrument GLBs load, not the ~34k measured pre-load

The gotcha ledger closed this round

  • Alias retirement is a three-party move: B swept cross-lane readers (R14), A left the spec sentences for F (avoiding a doc-ahead-of-code race), F deleted the code + migrated its own tools + the spec in ONE commit. No half-renamed state ever existed.
  • Settled measurement (ledger #5): a headless smoke that reads renderer.info right after enterShop sees the room BEFORE its async instrument GLBs decode — ~34k, not the ~182k settled truth. The tour + the continuity smoke both wait/shoot-twice now; the interior gate stays on draws (which is load-order stable), so there was never a budget violation, only a dishonest number.
  • Drive live-spawned things explicitly: automation throttles rAF, so the queue's seeded auto-drain may not fire on schedule — smoke_continuity/week_soak/tour_shots all call admitOne() / step the loop explicitly rather than trust the timer.

16. Round 16 — v3.1 THE FLIP (?classic=1 is the new covenant). F bookends; opening below, close after.

The town shows its best by default. After three v3 stages the gig layer flips ON, and the mature v2 flags (weather, winmap, tram) flip with it. F owns the flip; AE landed their v3.1 polish against it (D's seated drummer, B's town-wide pools + default re-baseline, C's backline unification, A's corner-poster + no-spine fixture, E's sit.glb).

The flip (ledger #1) — the covenant MOVED from "flags off" to ?classic=1

  • Shell (index.html): const CLASSIC = has('classic') && get('classic')!=='0', const flagOn = name => !CLASSIC && get(name)!=='0'. gigs/weather/tram construct via flagOn; loadPedFleet({sit:!CLASSIC}) gives the drummer his clip while keeping classic zero-fetch; window.PROCITY.flags publishes the intent.
  • buildings.js: winmap reads the SAME rule (default-on, classic-off) — the one cross-lane flip line, because winmap's flag lives in B's file. Marked [Lane F R16 THE FLIP].
  • Two goldens, two gates: classic → 0x3fa36874 (byte-identical v2 forever, the frozen regression target); default → the gig golden 0xb1d48ea1. flags_off_regression became classic_regression (boot ?classic=1); a new default_boot_gate proves the no-flag boot is the full experience (all four flags on, gig layer present, gig golden green, budget). Every gig smoke re-points to the DEFAULT boot.

Seated-stature gate (ledger #3) — published in the brief, no mid-round handshake

A seated figure fails the standing no-giants floor by design. Contract (in the round brief so D built to it): D tags seated figs fig.userData.procitySeated = true; F's interior_scale_check.py + flags_check.py accept them at stature ∈ [0.9, 1.5] m (still < ceiling, feet planted); standing stays [1.4, 2.0]. Landed in the opening commit. Verified live: the seated drummer passes at 1.32 m stature.

Numbers (measured, seed 20261990 → "Boolarra Heads")

thing number
?classic=1 byte-identical v2: fingerprint 0x3fa36874, gig layer absent, streamed roster on, 160 draws / 21k tris
default boot all four flags on · gig golden 0xb1d48ea1 · 14 gigs, 15 posters · 112 draws @ the venue block (≤300)
district (default) 3 venues, 3 playing (corner-poster re-pin shifted the schedule) · 3 genres live
seated drummer 1.32 m stature — passes the seated band [0.9,1.5]; the standing crew 1.681.81 m

The gotchas closed this round

  • A flag whose parse lives in another lane's file (winmap in buildings.js) still flips as part of F's structural change — one marked line, same !classic && !=='0' rule as the shell.
  • selfcheck prints the base fingerprint in its summary but asserts the GIG golden silently, so the default-boot gate gates on the ALL-GREEN run (which includes the gig-golden assert), not a stdout substring.
  • P.winmap isn't exposed — the default gate verifies winmap intent via window.PROCITY.flags; the actual shader is B's own winmap smoke.
  • ?classic must zero the fetch delta, so sit.glb is gated on !CLASSIC (not just on the fleet) — a raw sit fetch under classic would break the covenant even though the drummer never spawns there.

17. Round 17 — v3.2 THE TAIL + THE SCOUT. F: the town matrix + the close (ledger #7).

The tail drained (D's drummer lean + bench-sit, B's wind sway, C's backline verify, E's --verify fix) and the real-map scout ran (E's 5 real AU town caches + A's cache contract + hardened plan_osm). F wired the last mile and gated the whole matrix.

Real towns boot in the engine (the F wiring)

E's caches sat on disk (web/assets/towns/*.json) + registered in the node selfcheck, but the shell never loaded them?plansrc=osm&town=bendigo_real silently fell back to Melbourne. F closed the gap: the barrel (index.js) re-exports registerTownCache/validateTownCache; the shell fetches assets/towns/<TOWN>.json

  • registers it before generatePlanFor when the town isn't a checked-in fixture. Fail-soft — 404 / invalid / ?noassets → plan_osm's fixture fallback; the scout data is opt-in, never on the default or ?classic path. Verified: ?plansrc=osm&town=bendigo_realBendigo, 9 shops, a 3-venue district, 0 errors.

The town matrix (tools/qa/town_matrix.py, opt-in qa.sh --matrix) — the v4 evidence

Boots every town on the DEFAULT boot and gates boot / determinism / budget / district / ?noassets. All 10 × 5 green:

town shops budget (draws/tris) district
synthetic/20261990 · 1234 493 · 486 124d/57k · 147d/71k 3v ✓
osm/melbourne · katoomba · silverton 95 · 19 · 12 216d · 70d · 70d 3v ✓
real/bendigo · castlemaine · fremantle · katoomba · newtown 9 · 6 · 21 · 20 · 18 82 · 86 · 159 · 69 · 93 d 3v ✓

The headline: the existing CityPlan contract eats real Australian geography — Castlemaine at the 6-shop floor still lands a 3-venue district; every real town is deterministic, in-budget, and silent under ?noassets. No new game systems — exactly the bounded scout the round asked for. This table is the evidence John charters v4 = THE REAL MAP on.

Gotchas

  • A published cache + selfcheck ≠ a bootable town. The node sweep proved the plan generates; the browser boot needed the shell to fetch+register the cache. Classic integration seam — F owns it.
  • ?noassets can't fetch a real cache, so a real-town + noassets boot correctly falls back to a fixture (still silent-and-fine). The matrix's noassets gate tests that fallback, not the real town — as it should.