With the sliver stopped at both ends (290cbe3producer,30e53f5consumer) a full guarded run reached Stage 02 and asserted it: "guard: menu confirmed (1279x675)" then "OK: UN_f101_TCAF_Acropolis is in the 14 definitions", exit 0. Read the menu the guard confirmed rather than continuing to assume it: NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS with the cursor on NEW GAME. So dpad-down x1 = LOAD GAME is correct and dpad-down x2 = TUTORIAL, one press further -- exactly consistent with the observed mis-selection when the guard was being fed a sliver. Capture committed as captures/main-menu-items.png. Stated plainly: n=1 for "reproducible", and why the game window leaves the window tree during a load was guarded against, not investigated.
107 lines
4.8 KiB
Markdown
107 lines
4.8 KiB
Markdown
# Nav guards — one works, one was not enough, and the real cause was a sliver
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Added and exercised 2026-08-26 against a live run.
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## ✅ Guard 2 works, and earned its keep on the first run
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`tools/re-capture/assert_stage.py` states the expected stage and checks it against
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the **definition table** (definitions are the stage's cast and are present from
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load; instances arrive in waves). Its first live run:
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```
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MISMATCH: UN_f101_TCAF_Acropolis is NOT in the 13 definitions
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UN_S01_Asteroid_cmesh_01a ... UN_e106_ADAN_Destroyer
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```
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The run had reached a live flight HUD and would have been recorded as a valid
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Stage 02 capture. It was the **S01 tutorial**. Without this check the wrong-stage
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roster looks exactly like a right one — which is how the earlier cross-run
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comparison was silently invalidated.
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Use it as the precondition for any runtime measurement:
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`./assert_stage.py UN_f101_TCAF_Acropolis` (exit 0 iff Stage 02 is loaded).
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## ❌ Guard 1 was necessary but NOT sufficient — my explanation was wrong
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`require_menu` in `launch_mission.sh` refuses to press until `screen_id.py` reads
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`menu`. [The previous note](stage-drift-is-navigation-not-save.md) said the
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tutorial was selected because the d-pad went out "from a state never confirmed to
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be the main menu". **That explanation is refuted:** this run confirmed the menu
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first, and *still* loaded the tutorial.
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## ✅ The actual cause: the guard was shown a 10×710 sliver
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The guard's own capture was **10 × 710** — not a frame at all. Every statistic in
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`screen_id.py` is an area fraction, so the sliver classified cleanly as `menu`
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(`green 0.0000, white 0.0157`). The guard passed on garbage, the fixed key
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sequence went out blind, and the selection landed on a tutorial entry.
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🔑 **`bin/screenshot`'s own header already records this failure mode** from
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2026-08-18 — a second window of class `xenia_canary` meant grabs came back as
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slivers, and "a whole session's screen ids were noise". That fix hardened the
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**capture** side. It did not harden the **consumer**, so the same failure walked
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straight back in through a different path. Fixed now in `screen_id.py`: captures
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below 640×360 return `none` rather than a screen name (commit `30e53f5`).
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## ❔ Still open
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* Whether the menu guard is sufficient **now that the classifier rejects
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slivers** — not re-run. The sliver explains this run, but it does not prove the
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cursor/item-order assumption behind `dpad down` = LOAD GAME is correct.
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* Why the capture came back as a sliver at all when `bin/screenshot` is supposed
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to take the largest `xenia_canary` window by area. It succeeded for the other
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shots in the same run (1279×675), so it is intermittent, not systematic.
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---
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## ✅ Both ends fixed, and the route now verifies end-to-end
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The sliver had to be stopped at **both** ends, because either alone leaves the
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failure reachable:
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* **Producer** (`bin/screenshot`, commit `290cbe3`) — the app really does own two
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windows of class `xenia_canary`, listed in the tree right now as
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`10x10+10+10` and `1280x745+1+20`. Largest-by-area picks the game window while
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both are present, but during a load the game window is briefly *absent* and the
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10×10 helper wins by default; cropping 720 rows at its `+10` gives exactly the
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`10x710` seen. Candidates narrower than 640 are now ignored, so nothing is
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selected and the existing fall-through hands back the raw root grab — itself a
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valid full frame. Verified on the selection logic directly: both windows listed
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→ unchanged `1280x745+1+45`; only the helper listed → old logic returned
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`10x10+10+10`, new logic selects nothing.
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* **Consumer** (`screen_id.py`, commit `30e53f5`) — captures below 640×360 return
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`none` instead of a screen name.
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A full guarded run then went through cleanly:
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```
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guard: menu confirmed (1279x675)
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loaded ... READYROOM ... armed ... >>> HUD
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FLIGHT: flight green=0.0143
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=== GUARD 2 ===
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OK: UN_f101_TCAF_Acropolis is in the 14 definitions
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exit=0
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```
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**Stage 02, asserted rather than assumed.**
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## ✅ The menu order is confirmed by looking at it
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`NEW GAME · LOAD GAME · TUTORIAL · OPTIONS · EXTRAS`, cursor on **NEW GAME**.
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So `dpad down` ×1 → `LOAD GAME` is right, and `dpad down` ×2 → **TUTORIAL** —
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one press further. That is exactly the observed failure: a single extra or
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mistimed press, issued while the guard was looking at a sliver, lands on the
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tutorial. (`structures/ui-paint-order-key.md` already recorded this item list;
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this confirms it visually and pins the cursor's start position.)
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## ❔ Still open
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* **n = 1.** One clean run after the fix. The mechanism is understood and
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unit-tested, but "the route is now reproducible" rests on a single success.
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* Why the game window leaves the window tree during a load at all was not
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investigated — only guarded against.
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