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BT411/context/test-harness.md
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Joe DiPrimaandClaude Fable 5 16e75d6e1a #124 bench: the ZONE-WALK MATRIX -- systematic per-panel targeting, operator-watchable
The precision rig the operator specified: two nodes, target visible,
every zone aimed at deliberately through the REAL reticle/pick path.

* BT_SPIN_SELF=<deg/s> (target node): rotates the node's own viewpoint
  mech in place (the BT_SPAWN_AT write pattern per frame) so every
  aspect passes the shooter's boresight; the operator watches this
  node's paper doll take the hits.
* BT_ZONE_WALK=<secs/zone> (shooter node): walks the target's damage
  zones in order, resolves each zone's carrier segment's live world
  position (BTResolveSegmentWorld + the new BTMechZoneSegAndName
  bridge), SERVOS the torso twist + aim elevation until the centered
  reticle ray (BTGetAimRay) points at the segment, fires 3 laser
  pulses, advances. [walk] ZONE/FIRE/HOLD on A pairs with [dmghit]
  zone/level lines on B.
* scratchpad/night10/zonewalk.sh: launch both + relay, map sed'd to
  grass/day, NO kill timer -- the session stays up for observation.

Hard-won servo constraints (documented in test-harness.md so they are
never relearned): the ENGAGE GATE (ray live + range<150 + bearing<1.1;
outside it RELAX the twist -- servoing at the twist limit while the
goto marches is a limit-clamp fight that visibly shakes the mech, and
a 0.55 gate deadlocks against the goto's ~0.55 resting bearing); YAW
POLARITY -1 (the twist cell's angular sense is opposite atan2(x,-z)
world yaw -- operator-observed live, the SECOND witness for the #124
SelectSlice twist-sign flip) with a divergence watchdog that
self-flips; damped correction (gain .40, cap .025/frame -- the aim ray
lags the twist write a frame); and a one-shot approach PORT to 100u
off the target instead of a cross-map march.

First live run: walker cycles zones, settles, fires; the target's
luleg climbed 0.458->0.523 under its own aimed pulses -- aimed shot,
correct panel, damage consumed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 10:04:03 -05:00

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id, title, status, source_sections, related_topics, key_terms, open_questions
id title status source_sections related_topics key_terms open_questions
test-harness The Test Harness — how benches run, and what counts as verified living scratchpad/night6/bench_common.sh (the contract); build-and-run.md §bench-parity; nights 6-9 bench scripts; the #86/#110 verification failure
build-and-run
reconstruction-method
multiplayer
reconstruction-gotchas
experience-levels
bench
harness
field-composition
scalpel

The Test Harness — how benches run, and what counts as verified

Two subjects, deliberately in one file: the MACHINERY (how to launch and read a bench) and the DOCTRINE (what a bench must show before a fix may be called fixed). The doctrine exists because the machinery was used wrong more than once.

THE DOCTRINE: verify the FIELD COMPOSITION, not a constructed proxy

The archetype failure (#86 → #110). "Weapons on damaged arms keep firing" was fixed and verified by destroying the WEAPON directly (BT_KILL_SUBSYS). The field scenario was the ARM ZONE dying while the weapon stayed healthy — a path the bench never took. The claim "fixed" stood for two playtests while the players kept hitting the bug; the actual defect (a stubbed cascade walk, gotcha #26) sat exactly in the gap between the proxy and the field. A fix verified only against a reproduction you constructed is not verified.

Rules, in order of application:

  1. Reproduce the reported scenario first — the player's composition, not a convenient adjacent one. If the report is "peer's arm shot off in MP", the proof is a two-node run where PEER FIRE kills the arm (mp_armgrind.sh), not a solo self-damage run.
  2. Scalpels are for isolation, not for verdicts. Deterministic hooks (BT_SELF_DAMAGE_ZONE, BT_KILL_SUBSYS, BT_FORCE_SEEK, BT_ARMOR_FORCE) are the right way to LOCATE a defect. Before a scalpel result supports a "fixed" claim, prove PATH IDENTITY to the field composition (e.g. the self-damage harness dispatches a real Entity::TakeDamageMessage — the same message + handler a peer round takes — so the scalpel shares every line from the handler down; verified 2026-08-02, and then the field composition was STILL run).
  3. If the symptom is multiplayer, the proof is two nodes. Master-side correctness says nothing about what a peer sees; replication is its own layer (records, edge-detects, instance gates). #94, #84 and #110 each had a peer-side half invisible to any solo bench.
  4. If the symptom is visual, the proof is pixelsBT_SHOT_EVERY frames diffed against a control region, not a log line saying the value changed (gotcha #23: a colour change that logs perfectly and renders nothing).
  5. Coverage claims need a sweep, not an instance. "Works for every weapon type / chassis" = enumerate the axis and measure each point (all 3 fire gates through a zone death; all 8 chassis' authored cascade flags — zonesweep.sh). Per-chassis behaviour usually lives in AUTHORED DATA, so fixed code on one chassis proves nothing about the others.
  6. Chase every anomaly in a passing run to ground. The Owens rack cascade also killing the sensor suite looked like a walk bug; it was authored skeleton data (the mast is a child of the rack). A pass with an unexplained extra effect is not yet a pass.

THE MACHINERY

The contract: scratchpad/night6/bench_common.sh

The single source of truth for launching a node THE WAY A PLAYER'S SHORTCUT DOES — read the file, its comments carry the incident history. Summary:

  • bt_player_envBT_PLATFORM=glass, BT_START_INSIDE=1 (cockpit, not chase cam), BT_DEV_GAUGES=1. Copied verbatim from the shipped .bats; bt_assert_player_env warns on drift.
  • bt_launch <log> <egg> <affinity> [args] — one node, env-scoped, PID tracked in /tmp/bt_bench_pids.$$.
  • bt_expert_egg — shipped eggs are ALL experience=expert; a novice egg silences heat/crits/jams and is only legal for the gimp bench (which must say so out loud). See experience-levels.
  • bt_kill_ours — teardown kills ONLY this run's PIDs (a blanket taskkill /IM once shot down two live sessions).

Single-node bench skeleton

. /c/git/bt411/scratchpad/night6/bench_common.sh
cd /c/git/bt411/content || exit 1
taskkill //F //IM btl4.exe > /dev/null 2>&1; sleep 2      # stale-node clear
sed "s/^map=.*/map=grass/; s/^time=.*/time=day/; 0,/^vehicle=.*/s//vehicle=$V/" MP.EGG > X.EGG
export BT_<gates>=...                                     # diagnostics + scalpels
bt_launch x.log X.EGG 0x03
sleep <duration>; taskkill //F //IM btl4.exe; sleep 2      # then grep x.log

The vehicle sed must replace the WHOLE line (s/^vehicle=.*/), or you mint vehicle=thr1bhk1 and the spawn FATALs. Chassis codes: ava1 bhk1 lok1/2 mad1/2 own1 snd1 thr1 vul1 (own1 has NO arm zones — rack zones instead).

Weapon/combat benches need map=grass time=day. MP.EGG authors map=cavern time=night; a bench that copies it without the map sed (e.g. via bt_expert_egg alone — mp_double.sh has this gap) parks the GOTO-driven mechs against cavern rock and they shoot terrain for the whole window. Always sed the map/time on the COPY, single-node and two-node alike.

THE ZONE-WALK MATRIX (scratchpad/night10/zonewalk.sh) — systematic

per-panel hit-location testing, operator-watchable (built for #124)

The precision-targeting rig: two nodes. Node B (launched first, back window) is the TARGET — BT_SPIN_SELF=15 rotates its own viewpoint mech in place (deg/s; the BT_SPAWN_AT write pattern, applied per frame) so every aspect passes the shooter's boresight; its window shows its own paper doll taking the hits (BT_DMG_LOG=1 prints every [dmghit] with zone + level). Node A (foreground — it owns the pick focus) runs BT_ZONE_WALK=<secs/zone>: walks the target's damage zones in index order, resolves each zone's CARRIER SEGMENT's live world position (BTResolveSegmentWorld — the same resolver the attached smoke rides; zone→segment via the BTMechZoneSegAndName bridge), SERVOS the torso twist + aim elevation until the centered reticle's pick ray (BTGetAimRay(0,0)) points at the segment, then pulses the laser trigger 3× and advances. [walk] ZONE/FIRE/HOLD lines on A pair with [dmghit] on B. Launch: bash scratchpad/night10/zonewalk.sh (relay included; NO kill timer — the session stays up for observation; teardown = taskkill btl4). Companion scalpels: BT_ASPECT_TEST=1 (the zero-premise frame probe — 4 world-cardinal self-impacts + one at each weapon's physical MUZZLE, the left/right anchors that caught the #124 reflection-vs-rotation error); BT_AIM_SWEEP=<period> (blind elevation sweep — superseded by the walker). Hard-won constraints baked into the walker (do not relearn these):

  • Engage gate: servo only when the aim ray is live AND range < 150 AND |bearing| < 1.1 rad; otherwise RELAX the twist toward 0 and hold the zone clock. Without it the servo winds the twist to its limit while the goto marches (limit-clamp fight = the mech visibly SHAKES) — and the gate must sit well above the goto's resting bearing error (~0.55 rad at STOP=90) or it deadlocks in HOLD.
  • Yaw polarity: the twist cell's angular sense is OPPOSITE atan2(x,z) world yaw (operator-observed live: += turned the torso AWAY — the second witness for the #124 SelectSlice twist-sign flip). The servo starts at 1 and carries a growth WATCHDOG that self-flips if the error diverges.
  • Damped servo: gain 0.40, step cap 0.025 rad/frame, deadband — the aim ray lags the twist write by a frame; full-error correction oscillates.
  • Approach port: dropzones spawn cross-map; the walker one-shot teleports A to 100 u off the target (BT_SPAWN_AT pattern incl. the +500 y ground-snap lift) instead of minutes of marching.

Two-node bench skeleton (the MP pattern)

bt_assert_player_env
bt_expert_egg MP.EGG X.EGG
BT_MP_LOG=1 <gates> bt_launch x_b.log X.EGG 0x0C -net 1601   # node B first
sleep 2
BT_MP_LOG=1 <gates> bt_launch x_a.log X.EGG 0x03 -net 1501   # node A
sleep 5
python ../tools/btconsole.py X.EGG 127.0.0.1:1501 127.0.0.1:1601 &   # the relay STARTS the mission
sleep <duration>; kill $relay; bt_kill_ours
  • A -net node renders NOTHING until btconsole.py (the headless relay) starts the mission — a black window is pre-mission, not a hang.
  • Affinity: TWO logical processors per node, disjoint sets (0x03/0x0C); one LP starves the gauge executive (multiplayer peer-shakiness fix).
  • Give the SHOOTER dense fire (BT_AF_PERIOD=3 + BT_AF_MISSILE=1) and the victim sparse (=9) when one side must lose a grind. Unthrottled autofire trips the FailureHeat all-weapons brick and combat dies.
  • Combat drive: BT_GOTO=enemy BT_GOTO_STOP=<units> — 100 ends in a visual ram scrum; 180 gives a standing exchange.
  • Read each claim on the node that can see it: damage on the VICTIM's log, replication on the OBSERVER's ([zone-repl], [mlrec], mirrored DETs).

Process hygiene (every one of these cost a session)

  • Stale-node taskkill FIRST. A leftover node joins the next lobby as a third instance and poisons the run.
  • Never double-background. run_in_background + an inner & orphans the script mid-startup: nodes launch, the script's own cleanup never runs.
  • Teardown kill order closes windows one at a time — a "crashed" window at the end of a timed run is usually the bench's own taskkill.
  • Stale exe: LNK1104 / a bench ignoring new diagnostics = the previous process still holds btl4.exe, or the build silently didn't run — check the btl4.vcxproj -> line printed, then rerun.
  • Editing source through bash-heredoc python collapses \ one level even single-quoted -- a "\n" you meant as backslash-n arrives as a real newline, the "fix" silently no-ops (good == bad), and the C2001 hunt repeats. Build backslashes as bytes([92])/chr(92), and verify a replace by LENGTH DELTA or a re-read, never by the script printing "fixed".
  • Bench artifacts (*.EGG copies, *_NNN.png, bench logs) must be deleted from content/ before any dist cut; field logs are never committed.

Reading logs without fooling yourself

  • A capped/throttled diagnostic that is silent is NOT evidence of absence — the #99 [seqrun] shared counter "proved" a sequence never ran; it was throttle starvation. Per-object throttles for per-object questions.
  • Alarm-line counters are not trend linesfree=0 printed AT the failure is true by definition; the 30s census carries the trend (#32, three separate times).
  • Log the actor's NAME at every refusal/decision ('PPC' fire REFUSED); anonymous counters (FIRED #20) cannot support attribution claims.
  • Field logs have NO diagnostic gates set — a fix whose acceptance evidence sits behind an env var is unverifiable in the field. Spawn-time summaries (one line, ungated) answer questions retroactively; per-frame traces stay gated.

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