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CydandClaude Fable 5 162fa39117 Death camera: forensics, capture, and probes (fix not yet applied)
Pilot sees the escape-pod/wreck interior at death instead of the portal
ride. Findings (DEATH-SEQUENCE-NOTES.md): two death variants exist --
respawn deaths transit the chain camera to the portal at the origin
(fp_cam's <100m vehicle-distance guard rejects exactly that ride = the
fix target); mission-end deaths (tonight's capture) have no transit on
the wire at all, just the fog fade at the wreck. At death the 0x1f
articulation batches switch to driving origin-anchored nodes = the
portal diorama animating; type-3 view flushes decode as projection+fog
only (hither/yon at floats 12/13). Reference capture
captures/netdeath-20260708.fifodump (full networked mission incl. death)
+ replay probes in probes/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:13:12 -05:00

91 lines
3.5 KiB
Python

#!/usr/bin/env python3
"""Death-camera forensics on the saved networked death:
per draw frame, where is the CHAIN camera eye vs the player vehicle root?
Does the chain legitimately transit >100m away (portal ride) -- i.e. is the
fp_cam <100m sanity guard what forces the escape-pod-interior view?
Also log view-flush params (fog near/far/rgb + full float head) around the
transit to find a robust 'death sequence active' gate."""
import struct, sys, os
sys.path.insert(0, r'c:\VWE\TeslaRel410\dpl3-revive\patha')
os.environ.setdefault('SDL_VIDEODRIVER', 'dummy')
import numpy as np
from vrboard import VirtualBoard, Msg
from vrview import Renderer
path = os.path.join(os.path.dirname(__file__), '..', 'captures', 'netdeath-20260708.fifodump')
data = open(path, 'rb').read()
board = VirtualBoard()
r = Renderer(w=64, h=40)
frames = 0
created = {}
fogs = [] # (frame, floats[:24])
track = [] # (frame, chain_eye, veh_t, dist)
o = 0
while o + 8 <= len(data):
if data[o:o+4] != b'VPXM':
o += 1; continue
ln = struct.unpack_from('<I', data, o+4)[0]
if o + 8 + ln > len(data): break
body = data[o+8:o+8+ln]; o += 8 + ln
if len(body) < 4: continue
a = struct.unpack_from('<I', body, 0)[0]
if a >= 0x100: continue
p = body[4:]
if a == 1 and len(p) >= 8:
created[struct.unpack_from('<I', p, 4)[0]] = struct.unpack_from('<I', p, 0)[0]
elif a == 3 and len(p) >= 96:
h = struct.unpack_from('<I', p, 0)[0]
if created.get(h) == 3:
fogs.append((frames, struct.unpack_from('<24f', p, 4)))
try: board.handle(Msg(False, 0xff, a, p))
except Exception: pass
if a == 9:
frames += 1
try:
r.cache.maybe_rebuild(board)
Mc = np.asarray(r.cam_matrix(board), float)
ec = Mc[3, :3]
except Exception:
ec = None
anim = board.anim_abs
t = None
chain = getattr(r.cache, 'cam_chain', None)
h = None
if chain and chain[-1] in anim:
h = chain[-1]
elif anim:
h = max(anim, key=lambda k: float(np.abs(np.array(anim[k][9:12])).sum()))
if h is not None:
t = np.array(anim[h][9:12])
if ec is not None:
d = float(np.linalg.norm(ec - t)) if t is not None else -1.0
track.append((frames, ec.copy(), None if t is None else t.copy(), d))
print(f"total draw frames: {frames}, tracked: {len(track)}")
# find where the chain eye leaves the vehicle by >100m (the guard threshold)
first_far = next((i for i, (f, ec, t, d) in enumerate(track) if d > 100.0), None)
print(f"first frame with chain-vehicle distance >100m: "
+ (f"f{track[first_far][0]}" if first_far is not None else "NONE"))
# print the trajectory every ~30 frames over the last 1200 frames
print("\n-- chain eye vs vehicle root (tail):")
tail = track[-1200:]
for i in range(0, len(tail), 30):
f, ec, t, d = tail[i]
ts = "None" if t is None else f"({t[0]:8.1f},{t[1]:7.1f},{t[2]:8.1f})"
print(f" f{f}: eye=({ec[0]:8.1f},{ec[1]:7.1f},{ec[2]:8.1f}) veh={ts} dist={d:8.1f}")
# fog/view flushes in the tail window, with the full float head for gate hunting
if track:
cut = track[-1200][0] if len(track) >= 1200 else track[0][0]
print(f"\n-- view flushes after f{cut} (floats 14..23):")
last = None
for f, fl in fogs:
if f < cut: continue
k = tuple(round(x, 2) for x in fl[14:24])
if k != last:
print(f" f{f}: " + " ".join(f"{x:.2f}" for x in k))
last = k