Catching the in-mission freeze by hand costs a tool call every 25 s, and it
arrives anywhere between ten seconds and never - roughly half the runs that reach
flight freeze and the other half do not. freeze_watch.sh polls frozen.py, checks
the flight HUD is still on screen (the GAME OVER screen ANIMATES, so a run that
ended there is not a freeze and must not be scored as one), and on detection
snapshots what the stuck-wait probe has said.
Taking the probe snapshot at the moment of detection matters: the comparison
against the healthy-run baseline - one thread polling one Event at BE56BB5C - is
then made from the same instant rather than reconstructed afterwards from a log
that kept growing.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE