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.
4.8 KiB
Nav guards — one works, one was not enough, and the real cause was a sliver
Added and exercised 2026-08-26 against a live run.
✅ Guard 2 works, and earned its keep on the first run
tools/re-capture/assert_stage.py states the expected stage and checks it against
the definition table (definitions are the stage's cast and are present from
load; instances arrive in waves). Its first live run:
MISMATCH: UN_f101_TCAF_Acropolis is NOT in the 13 definitions
UN_S01_Asteroid_cmesh_01a ... UN_e106_ADAN_Destroyer
The run had reached a live flight HUD and would have been recorded as a valid Stage 02 capture. It was the S01 tutorial. Without this check the wrong-stage roster looks exactly like a right one — which is how the earlier cross-run comparison was silently invalidated.
Use it as the precondition for any runtime measurement:
./assert_stage.py UN_f101_TCAF_Acropolis (exit 0 iff Stage 02 is loaded).
❌ Guard 1 was necessary but NOT sufficient — my explanation was wrong
require_menu in launch_mission.sh refuses to press until screen_id.py reads
menu. The previous note said the
tutorial was selected because the d-pad went out "from a state never confirmed to
be the main menu". That explanation is refuted: this run confirmed the menu
first, and still loaded the tutorial.
✅ The actual cause: the guard was shown a 10×710 sliver
The guard's own capture was 10 × 710 — not a frame at all. Every statistic in
screen_id.py is an area fraction, so the sliver classified cleanly as menu
(green 0.0000, white 0.0157). The guard passed on garbage, the fixed key
sequence went out blind, and the selection landed on a tutorial entry.
🔑 bin/screenshot's own header already records this failure mode from
2026-08-18 — a second window of class xenia_canary meant grabs came back as
slivers, and "a whole session's screen ids were noise". That fix hardened the
capture side. It did not harden the consumer, so the same failure walked
straight back in through a different path. Fixed now in screen_id.py: captures
below 640×360 return none rather than a screen name (commit 30e53f5).
❔ Still open
- Whether the menu guard is sufficient now that the classifier rejects
slivers — not re-run. The sliver explains this run, but it does not prove the
cursor/item-order assumption behind
dpad down= LOAD GAME is correct. - Why the capture came back as a sliver at all when
bin/screenshotis supposed to take the largestxenia_canarywindow by area. It succeeded for the other shots in the same run (1279×675), so it is intermittent, not systematic.
✅ Both ends fixed, and the route now verifies end-to-end
The sliver had to be stopped at both ends, because either alone leaves the failure reachable:
- Producer (
bin/screenshot, commit290cbe3) — the app really does own two windows of classxenia_canary, listed in the tree right now as10x10+10+10and1280x745+1+20. Largest-by-area picks the game window while both are present, but during a load the game window is briefly absent and the 10×10 helper wins by default; cropping 720 rows at its+10gives exactly the10x710seen. Candidates narrower than 640 are now ignored, so nothing is selected and the existing fall-through hands back the raw root grab — itself a valid full frame. Verified on the selection logic directly: both windows listed → unchanged1280x745+1+45; only the helper listed → old logic returned10x10+10+10, new logic selects nothing. - Consumer (
screen_id.py, commit30e53f5) — captures below 640×360 returnnoneinstead of a screen name.
A full guarded run then went through cleanly:
guard: menu confirmed (1279x675)
loaded ... READYROOM ... armed ... >>> HUD
FLIGHT: flight green=0.0143
=== GUARD 2 ===
OK: UN_f101_TCAF_Acropolis is in the 14 definitions
exit=0
Stage 02, asserted rather than assumed.
✅ The menu order is confirmed by looking at it
NEW GAME · LOAD GAME · TUTORIAL · OPTIONS · EXTRAS, cursor on NEW GAME.
So dpad down ×1 → LOAD GAME is right, and dpad down ×2 → TUTORIAL —
one press further. That is exactly the observed failure: a single extra or
mistimed press, issued while the guard was looking at a sliver, lands on the
tutorial. (structures/ui-paint-order-key.md already recorded this item list;
this confirms it visually and pins the cursor's start position.)
❔ Still open
- n = 1. One clean run after the fix. The mechanism is understood and unit-tested, but "the route is now reproducible" rests on a single success.
- Why the game window leaves the window tree during a load at all was not investigated — only guarded against.

