Reported three times across three sessions, two days apart, and it
survived a whole UI rebuild: "i cant see whos support i accept".
It was not styling. The move button's label was format!("{c:?}"), so the
player read `RespondToSupport { response: AcceptBond }` — Rust struct
syntax with no name in it. And the command does not carry the
counterparty, so nothing rendering it alone could have said who; it comes
off the view, as whoever played Support at this seat.
Four more seat-panel fields had the same defect, including `support
AcceptBond` — the one the report names. CB-WP-0020 fixed exactly this for
selections and left its four neighbours as they were.
command_label has no catch-all arm, and that earned its keep before any
test ran: GroundChoice::RejectReverse and SupportResponse::BreakRivalry
both failed to compile — two moves that would have shipped as struct
dumps. An offer the view cannot see is said to be unseen rather than given
an invented name.
The finding underneath: the coverage probe that exists to prove every view
field reaches the PLAYER was matching "player: Some(PlayerId(1))" and
"members: [PlayerId(1)". It was certifying the defect as coverage and
would have gone red had anyone fixed it. Second confirmation of
CB-WP-0024's finding, from the sharper side: a probe naming Debug output
does not merely fail to protect, it pins the defect in place.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
make trials reported "positions unreachable: 4, target 0 — the recording
exists but the position moved". All four were false. A recording holds one
hash, the final state, and reachability asked whether the note's hash was
in that file — so a mid-game note could never match, and a post-game note
from any but the last game could not either. Instance 8 of the ADR-0018
family: vary only WHEN a note was written and the answer flips, with
nothing having moved.
The root cause was not the metric. play again reused state belonging to a
game: it overwrote the previous game's recording (data loss), never
cleared the journal (game 2's log opened with game 1's commands), and so a
note's command index pointed into a recording without those commands.
Fixing reachability alone would have gone green while a session still
destroyed its own evidence.
A note now binds by (game, after) — an index into the recording's own
commands list, which a reader can replay to. The hash keeps a job as the
integrity check at the end of a game, where it can actually fail. Game 1
keeps the path it was given, so GameDesign §5's documented invocation is
unchanged; later games get -2, -3 and nothing is overwritten. Legacy
5-column logs stay readable and are reported as legacy, never as orphans —
an unsubstantiated orphan claim is the defect being fixed.
All three fixes mutation-proven, including at the call site via a real
two-game session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>