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BT411/context/test-harness.md
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Joe DiPrimaandClaude Fable 5 fe48accb6b #87 root cause: the level-crossing zone-record send was missing -- observers never saw damage
The binary's effect watcher (FUN_0042aa2c) raises
ForceUpdate(DamageZoneUpdateModelFlag) when a zone's damageLevel CROSSES a
band-descriptor threshold (FUN_0042a5f4, master-gated on entity+0x28 & 0xc)
-- that send is how every other pod's replicant learns zone levels
mid-fight. The port's band hub kept only the graphic-state branch, so an
observer's copy sat at 0.0 until destruction: no enemy hull darkening, no
doll movement, ever (the night-10 "no armour discoloration" report).

Restored the level branch with the already-reconstructed DescriptorCrossed
(@0042a5f4) + the master gate on both branches (mesh swap still runs on
every instance). 2-node verified: A-side armour watcher pushed 114 level
changes; every replicant peak matched the master's finals to 4 decimals
(dtorso 0.9321 == 0.9321).

Render path cleared separately (gotcha #23 discharged): BT_ARMOR_FORCE 0/1
A/B captures prove the tint renders (hull -> charcoal at 1.0). Solo
perception is the authentic economy: 2-25 pt lasers vs 68-185 pt pools.

Bench: zonewalk.sh node A now carries BT_ARMOR_LOG + BT_SHOT_EVERY (the
standing zone-replication receipt) + digest_walk.py; armorpx.sh is the
force-pair pixel rig.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:36 -05:00

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---
id: test-harness
title: "The Test Harness — how benches run, and what counts as verified"
status: living
source_sections: "scratchpad/night6/bench_common.sh (the contract); build-and-run.md §bench-parity; nights 6-9 bench scripts; the #86/#110 verification failure"
related_topics: [build-and-run, reconstruction-method, multiplayer, reconstruction-gotchas, experience-levels]
key_terms: [bench, harness, field-composition, scalpel]
open_questions: []
---
# 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 pixels**`BT_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_env``BT_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
```bash
. /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).
Node A also carries `BT_ARMOR_LOG=1` + `BT_SHOT_EVERY=300 BT_SHOT_PREFIX=zwA`
(added for #87): the armour watcher's `[armor] ... level P -> Q` lines on A are
the OBSERVER-side receipt that B's zone levels replicated (the walk is the
standing zone-replication bench — A-side peaks must match B's `[dmghit]`
finals), and the numbered captures are the pixel record of the enemy hull
darkening. Digest: `python scratchpad/night10/digest_walk.py` (per-zone hits,
amt/hit, level first→last on B; replicant peaks seen by A; zone-repl lines).
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)
```bash
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 `DET`s).
### 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 lines** — `free=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.
## Key Relationships
- Uses: [[build-and-run]] (parity, env gates, BT_SHOT capture) · [[experience-levels]] (expert vs novice gating)
- Informs: [[reconstruction-method]] (step 4 "verify honestly" — this file is the how)
- Incident sources: [[reconstruction-gotchas]] §23 (pixels), §26 (silent stubs); [[multiplayer]] (replication layers)