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Joe DiPrimaandClaude Opus 5 c791fae0f8 KB: new topic test-harness.md -- the bench machinery + the verification doctrine
User mandate (2026-08-02): "do tests like this from now on" -- after the #110
grind bench, where the field composition (peer fire destroying an arm over the
wire) replaced the constructed proxy that had let #86 be called fixed while
players kept hitting it.

The topic carries two halves on purpose:

DOCTRINE -- what counts as VERIFIED:
  1. reproduce the REPORTED scenario, not a convenient adjacent one
  2. scalpel hooks (BT_SELF_DAMAGE_ZONE / BT_KILL_SUBSYS / BT_FORCE_*) locate
     defects; they support a "fixed" claim only with proven path-identity to
     the field composition -- and the field composition still gets run
  3. MP symptom -> two-node proof (master-side correctness says nothing about
     what a peer sees)
  4. visual symptom -> pixel proof (gotcha 23)
  5. coverage claims need the axis enumerated and measured (all gates, all
     chassis), because per-chassis behaviour lives in authored data
  6. an unexplained extra effect in a passing run means the run has not passed

MACHINERY -- the bench_common.sh contract (summarized, file = source of truth),
single-node and two-node skeletons (relay, ports, affinity, fire cadence,
GOTO_STOP standoff), process hygiene (stale-node taskkill first, never
double-background, teardown kill order, stale-exe tells), and log-reading rules
(capped diagnostics are not evidence of absence; alarm lines are not trends;
name the actor at every refusal; field logs have no gates set -- spawn-time
summaries ungated, per-frame traces gated).

Routed: Quick Lookup row, CLAUDE.md reasoning step 4, build-and-run parity
section, reconstruction-method Key Relationships.  checkctx CLEAN.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 09:17:01 -05:00

7.9 KiB

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).

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.
  • 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.

Key Relationships