The withdrawal last iteration was caused by `rm -f /tmp/xenia-canary.lock` --
the obvious way past a lock orphaned by kill -9, which also disables the guard
for every later launch. Three instances ended up live at once, sharing
/tmp/xenia_pad.txt and display :98, and silently confounded an input experiment.
Care is not a fix, so this is tooling. ensure_single_emulator.sh counts live
instances, stops them (plain kill, then -9, each with a bounded wait), verifies
ZERO, and only then removes the lock -- refusing loudly if any remain. The lock
is never removed before the condition it guards against is verified absent.
FOUR scripts did the bare `rm -f`, and only two were mine from today:
menu_loop_session.sh, title_draw_capture.sh, poke_control.sh and
resume_reliability.sh. So the footgun was corpus-wide rather than introduced
this session. All four now route through the guard.
The guard is controlled rather than assumed: run against a deliberately started
live instance it reports "1 instance(s) live -- stopping them", ends at 0 with
the lock cleared, and exits 0. A guard that only ever passes on an already-clean
slate would prove nothing.
It also kills by process NAME. `pkill -f xenia_canary` matches the shell running
it -- that has now cost this corpus three commands, one of them a cleanup that
died halfway and left the very instances it was meant to remove.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
Hammering settles what a single write could not: hull 0x44BB8000 (1500.0f),
944,387 writes of 1 over 15s, and afterwards the value HELD at 1 -- the game
stopped rewriting it. The screen left 'flight', the HUD is gone, the ship is
burning, and Natalie radios 'I've lost contact with Rhino 3!', the player's own
callsign. The game read the poked value and killed the player.
Established: writes to /dev/shm reach the running guest; hull at pos+0x154 is
authoritative, not a readout; and a single write loses a race against the game's
own continuous writes.
This upgrades two earlier results from inconclusive to genuine negatives. The
unit-record pokes were downgraded because I could not tell 'ignored' from 'never
arrived'. The write arrives -- and those pokes persisted untouched for 60s, so
the game genuinely saw state=4 and handle=0 on all three objective squadrons and
did nothing. That is real evidence the phase-1 condition coroutine is not polling
and its checks run only when a trigger starts them.
Withdrawn: last iteration's claim that the pilot's hull= is a different field or
scale. I read 1000.0f at pos+0x154 and inferred a mismatch with the logged 1500;
this run reads 1500.0f at the same offset. Same field, different value per run.
poke_control.sh (self-retrying, succeeded on attempt 1 with no freeze) set the
player's hull at pos+0x154 to 1. Twelve seconds later the game had put
0x447A0000 back.
That establishes an asymmetry worth having: the hull word is continuously
rewritten by the game, while the unit-record fields held our value untouched for
60s. It separates fields the game maintains from fields nobody writes.
But it is not yet a control. The after-frame shows a red WARNING banner -- and
the before-frame already shows MISSILE ALERT, so the ship was under attack in
both and the banner is not attributable to the poke. A value being overwritten
proves the game writes that address, not that it read ours.
Correction: hull at pos+0x154 is 0x447A0000, a FLOAT 1000.0, not the 1500 the
pilot logs -- those are different fields or scales and should not be conflated.
The settling refinement: poke in a tight loop for several seconds so the value is
low whenever the game samples it. If hull is authoritative the ship dies and the
screen goes to GAME OVER; if it survives, the field is a readout.
The reusable part is the harness: boot -> verify animating -> locate -> act, with
a freeze at any step costing one retry rather than the iteration.