project.yaml's version is the Atlas disk cache's only invalidation signal, and nothing enforced that changing canvas GENERATION also moved it. It broke five times -- 0.4.2 lake_margin_q, 0.4.3 coast_warp_px, 0.4.4 the extent inversion, 0.4.5 the Global sentinel, 0.4.6 one-course-per-river -- each bumped only after someone noticed a wrong map. The failure is invisible to its author: it needs a warm cache to reproduce, so a cold checkout looks fine. T-1239 is the last one, and it took eight days. tooling/canvas_sources.py is the path registry; tooling/check-canvas-version rejects a push that touches those paths without moving project.yaml's version line. Wired into the pre-push hook, `make check-canvas-version`, and, for the parsing units, `make test-tooling`. Verified against real history rather than a synthetic branch: run over4e503c356-- the commit that actually caused T-1239 -- the gate rejects and names the three files. Run over the commits that DID bump (bdea71953,39f0fd8c5, and T-1239's own fix), it passes. The registry is globbed, not hand-listed. step_canvas.rs imports ten sibling modules and those import more, so a traced closure would be stale within a month, and stale here is silent. It over-includes on purpose: a false positive costs one bump and one round of cache misses, a false negative costs another week of a wrong map -- the ticket's own ruling. Two deliberate calls worth naming. The registry includes ITSELF, which closes the narrowing hole: remove a path and change that same path in one push, and the gate still fires because the registry file is in the set. And there is no override flag -- it would be reached for exactly when someone is certain their change is harmless, which is the reasoning behind all five regressions. Version bumped 0.4.6 -> 0.4.7 with NO canvas-generation change: self-inclusion means adding the registry trips its own rule. Spent rather than special-cased, because the first exception is how a rule like this dies. The units cover the property no branch run can show -- that editing project.yaml's comment block, which quotes old version NUMBERS directly above the field, is not a bump -- plus a registry-coverage test naming the files each of the five known regressions touched, so a future narrowing past them fails loudly. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
89 lines
4.9 KiB
YAML
89 lines
4.9 KiB
YAML
name: The Settled Reach
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# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
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# Phase 4 (deterministic world generation) is active.
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# 0.4.1-tagged step canvases carried lake_margin_q's flat absolute-ceiling
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# semantics (pre-per-basin-normalization) and were written to real disk
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# caches during T-1188 eyeball runs — 0.4.2 forces those entries to miss.
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# 0.4.2-tagged Global/Region-rung step canvases sampled the coastline
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# position raw (no coast_warp_px) — T-1160 applies the warp at orbital
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# sampling, changing orbital-rung canvas bytes (elev_q/temperature_dc/
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# moisture_q shift near coasts) — 0.4.3 forces those cached entries to miss.
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# 0.4.3-tagged canvases predate the D-255 extent inversion (a rung now fixes
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# the canvas EXTENT and the gridunit spacing falls out, rather than the
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# reverse). District/Quarter/Block/Chunk kept the same 960x540 cell counts
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# through that change, so their cache keys are byte-identical while a District
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# canvas now covers 3.6 km of ground instead of 1,966 km — a warm cache would
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# silently serve pre-inversion canvases. 0.4.4 forces those entries to miss.
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# 0.4.4-tagged GLOBAL canvases are all 2x1 — `serve_step_canvas_request` was
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# still zeroing Global's wire extent (a pre-extent-inversion sentinel), so
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# every Global request resolved to a two-cell canvas regardless of viewport.
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# Those entries were also cached under a key that ignored extent, so they
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# answered every later request forever. 0.4.5 forces them to miss.
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# 0.4.5-tagged canvases carry pre-T-1237 river courses: one course per D8 HOP
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# rather than one per river (build_paths walks whole headwater->mouth rivers
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# now). The hop-shaped entries survived that fix because it changed only server
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# and client code, never this version — so Ferrath Global replayed 375 fragments
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# with a 106 km longest run, all of them below D-261's read-as-a-line floor, and
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# drew NOTHING, while a cold cache on the same build produced 73 whole rivers
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# with a 1,644 km trunk and drew 18. Diagnosed as T-1239. 0.4.6 forces them to
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# miss.
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#
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# THE PATTERN, now four bumps deep: a change to how a canvas is GENERATED is
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# only half the change — the other half is this line. Nothing enforces the
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# pairing, so a canvas-generation commit that leaves this version alone ships a
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# silent regression that reproduces only on machines with a warm cache. The
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# capture harness no longer hides it (tests/run-visual isolates user:// per run,
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# T-1239), but a real player's cache is still governed by this number alone.
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# 0.4.7 carries NO canvas-generation change — it is the gate that enforces the
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# pairing described above, arriving (T-1242). tooling/canvas_sources.py lists the
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# paths, tooling/check-canvas-version rejects a push that touches them without
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# moving this line, and the registry includes ITSELF so that narrowing it and
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# changing a canvas file in one push still demands a bump. That self-inclusion is
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# why this bump exists: adding the registry trips its own rule. The version is
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# spent rather than special-cased, because "this change is obviously harmless" is
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# the reasoning that produced all five regressions above.
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version: 0.4.7
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repository: settled-reach
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description: >
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Top-down life-sim set in an original science fiction universe. Asymmetric
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information and occlusion-based perception from a single-character
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perspective, with a Rimworld-style storyteller. Systems interactions like
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The Sims, combat and visuals like single-character Rimworld, world
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generation inheriting from Dwarf Fortress and NMS, economy inspired by
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X4/EVE. Every system is interactable but ignorable — the world is alive
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for any given run.
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setting: >
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The Settled Reach — a network of star systems connected by Founder Gates.
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Neural lattice technology enables soft immortality, forking, and
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re-embodiment.
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development: >
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Built outside-in along the six-phase Development Cascade (D-166): wiki
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content and star map, economics layer, planetary maps and atlas,
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deterministic world generation (active), player control and in-world
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rendering, room-level detail.
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architecture:
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client: Godot 4 (GDScript)
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server: Rust with bevy_ecs (simulation server)
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transport: subprocess/IPC via TCP with MessagePack serialization
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protocol: length-prefixed MessagePack frames (4-byte big-endian)
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determinism: ChaCha20 seeded RNG, deterministic tick processing
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simulation:
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tick_rate: 10 ticks per game-minute
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time_model: 4 day phases (Morning, Afternoon, Evening, Night)
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grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
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visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
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knowledge: per-entity knowledge graphs with confidence decay
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content:
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format: YAML with JSON Schema validation
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structure: campaigns/systems/stations/districts hierarchy
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npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
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dialogue: tagged line pools with 4-layer relational filtering
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population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
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