re(flight): the clock factor is universal — angular matches too once corrected in-run
pitch_gametime.py brackets each turn phase with HUD screenshots, so the mission clock's own advance converts wall seconds to game seconds within the same run: this run's clock: TIME 00:33.68 -> 00:44.12 = 10.44 s game in 7.96 s wall = 1.311 pitch @ min speed 88.9 deg/wall-s /1.311 -> 67.8 deg/game-s vs AV_PitchMinus_Min 75 pitch @ max speed 53.6 /1.311 -> 40.9 vs AV_PitchMinus_Max 40 Both land on the definition (the slow phase 10% low, consistent with including the AA_* ramp in an 8 s window), so the clock explanation covers angular motion as well: every stated rate is per GAME second. The ratio is not a machine constant — 1.260 in the earlier flight, 1.311 here — so it must be measured in the same run as whatever it corrects. Bonus: the same shots show the HUD reading 102 at full LT against MinimumVelocity 100. Also documents the trap that cost three runs: a killed Canary leaves both its shm image and its last frame on screen, so a dead emulator looks alive and the scans report "0 moving triples" like a tooling bug. pgrep -x matches zombies, so speed_law.require_live_emulator() checks the process state letter and refuses to measure a corpse. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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@@ -14,18 +14,40 @@ position triple, which is why it survives a firefight.
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Usage: speed_law.py <out.csv> [hold_s]
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"""
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import os, struct, subprocess, sys, time
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import glob, os, struct, subprocess, sys, time
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import gworld, entities2
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def require_live_emulator():
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"""Refuse to measure a corpse.
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A killed Canary leaves its `/dev/shm/xenia_memory_*` image behind AND leaves its
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last frame on the X display, so a dead emulator looks alive from both of the
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obvious angles: the screenshot shows a mission in progress and the memory image
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still parses. The scans then report `0 moving triples` / "player entity not
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found", which reads like a tooling bug rather than a dead game. Note `pgrep -x
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xenia_canary` is NOT enough — zombies match it — so the state letter is checked.
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"""
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out = subprocess.run(["ps", "-o", "pid=,stat=", "-C", "xenia_canary"],
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capture_output=True, text=True).stdout
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live = [l for l in out.splitlines() if l.split()[1:2] and not l.split()[1].startswith("Z")]
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if not live:
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stale = glob.glob("/dev/shm/xenia_memory_*")
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sys.exit(f"no live xenia_canary (zombies only); {len(stale)} stale shm image(s) "
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f"— the screen and the memory file are both leftovers, relaunch first")
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def find_player(retries=8):
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"""Lock onto the player object that is actually FLYING.
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Verifies the emulator is alive first — see `require_live_emulator`.
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A mission holds more than one `*_Player` object — `entities2 list` shows two —
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and at least one of them never moves. Taking the first match locks onto that
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one, and then every probe reads a speed of exactly 0 while the game is visibly
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flying (and the HUD keeps reading 350). So sample each candidate twice and keep
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the one that displaces."""
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require_live_emulator()
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for _ in range(retries):
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w = gworld.World()
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defs = entities2.definitions(w)
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@@ -35,13 +57,18 @@ def find_player(retries=8):
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best = None
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for off, nm in cands:
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a = pos_at(w.fd, off)
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time.sleep(0.3)
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time.sleep(0.5)
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b = pos_at(w.fd, off)
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d = sum((b[i] - a[i]) ** 2 for i in range(3)) ** 0.5
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if best is None or d > best[0]:
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best = (d, off, nm)
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if best and best[0] > 0.5:
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# A craft can be briefly slow (launch, a hard turn), so do not demand a big
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# step — just prefer the candidate that moves at all. The failure this
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# guards against is the STATIC duplicate, which never moves by any amount.
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if best and best[0] > 0.05:
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return w, best[1], best[2]
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print(f"# {len(cands)} player candidates, best displacement "
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f"{best[0] if best else 0:.3f} — retrying", flush=True)
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time.sleep(2)
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return None, None, None
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