diff --git a/crates/cb-render-html/src/doc.rs b/crates/cb-render-html/src/doc.rs index 533521e..99f0f94 100644 --- a/crates/cb-render-html/src/doc.rs +++ b/crates/cb-render-html/src/doc.rs @@ -79,6 +79,29 @@ pub const SCRIPT: &str = r#" function key(n) { return n ? n.getAttribute('data-drop') : null; } function status(t) { document.getElementById('cb-status').textContent = t; } + // The session has ended server-side, so nothing on this page can work + // any more -- and nothing on it may look like it can (CB-WP-0024 T01). + // + // The old page kept a full table and a live `play again` control after + // the server had stopped listening, because the script acted only on + // 'ok'. A control that cannot work must stop being a control, so the + // `data-drop` attribute is REMOVED rather than styled: that is the + // attribute the script's own walk reads, so the element becomes + // undroppable by the same rule that made it droppable. + // + // No game vocabulary here (ADR-0007 D5). 'closed' is a server + // lifecycle word, exactly like the 'ok' branch below it. + function seal() { + var all = document.querySelectorAll('[data-drop]'); + for (var i = 0; i < all.length; i++) { + all[i].classList.add('sealed'); + // removeAttribute, NOT setAttribute(_, null): the latter writes the + // literal string "null" in a real browser, which is truthy, so the + // control would stay droppable while the test stub said otherwise. + all[i].removeAttribute('data-drop'); + } + } + // ADR-0010 D1: the destinations come from `data-targets`, which Rust // wrote. This matches on them. It does not compute, infer, filter or // default one -- a script that pattern-matched ids to guess what is @@ -175,6 +198,7 @@ pub const SCRIPT: &str = r#" }).then(function (r) { return r.text(); }).then(function (t) { status(t); if (t.indexOf('ok') === 0) { window.location.reload(); } + else if (t.indexOf('closed') === 0) { seal(); } }); }); })(); @@ -225,6 +249,14 @@ h1,h2{font-size:1rem;margin:1.2rem 0 .4rem;color:#9cf} #cb-ghost .why{color:#9cf;margin-left:.4rem} /* What you picked up, left visibly behind so there are not two cards. */ .held{cursor:grabbing;opacity:.35;border-style:dashed} +/* CB-WP-0024 T01: a control the server can no longer serve. The script + removes its `data-drop` so it is genuinely inert; this is only how that + reads. `pointer-events:none` is belt and braces, not the mechanism -- + styling alone would leave a dead control that still looks alive to + anything reading the DOM. */ +.sealed{opacity:.3;cursor:default;pointer-events:none;filter:grayscale(1)} +/* CB-WP-0024 T03: the card a seat played, in that seat's area. */ +.played{display:block;margin:.3rem 0} .k{color:#89a} .nil{color:#c88} .eff{color:#8c9} @@ -297,6 +329,112 @@ fn problem_svg(out: &mut String, priority: u32, p: &ProblemView, x: i32) { /// The relationship graph — the one element every Rust 2D toolkit would /// have left us to hand-roll, and the reason SVG earns its place here /// rather than merely fitting the budget (CB-RES-0006 §5). +/// One pile, drawn as a small stack of offset cards with its count on top. +/// +/// `depth` is how many card-backs to suggest, not the count — a pile of 17 +/// is not seventeen rectangles. The **number** is the truth; the stack is +/// how you tell at a glance that there is a pile there at all. +fn pile_svg(out: &mut String, x: i32, label: &str, count: usize, face: &str, note: &str) { + let depth = match count { + 0 => 0, + 1..=3 => 1, + 4..=9 => 2, + _ => 3, + }; + // The title carries the count in words. It is what a screen reader + // announces, and it is the stable thing a coverage probe can match -- + // the on-canvas number is a bare numeral that could be anything. + let _ = write!( + out, + "{} pile: {count} remaining", + esc(label), + ); + if depth == 0 { + // An EMPTY pile is drawn, not omitted. A missing slot reads as + // "this game has no discard", which is a different statement from + // "the discard is empty" (CB-WP-0024 T02). + let _ = write!( + out, + "", + ); + } + for d in (0..depth).rev() { + let dx = x + d * 3; + let dy = 14 - d * 3; + let _ = write!( + out, + "", + ); + } + let _ = write!( + out, + "{count}\ + {label}\ + {note}", + tx = x + 38, + count = count, + label = esc(label), + note = esc(note), + ); +} + +/// The draw stack and the discard stack, as objects on the table. +/// +/// Both numbers come from the projection — `solution_deck_len` and +/// `solution_discard` — and are never recomputed here. +/// +/// **The reshuffle is real and is the U4 default**, confirmed by +/// ground-game on 2026-08-03: when the deck runs out, the discard is +/// reshuffled into it deterministically; if both are empty the draw is +/// skipped (`games/ground/src/lib.rs` `draw_solution`). So the pile shows +/// the state in which the *next* draw will trigger it. It does not claim a +/// reshuffle has happened — the view carries no such flag, and the event +/// already reads out in the log. +fn piles_svg(out: &mut String, view: &GroundView) { + let deck = view.solution_deck_len; + let discard = view.solution_discard.len(); + let will_reshuffle = deck == 0 && discard > 0; + + out.push_str(""); + pile_svg( + out, + 10, + "draw", + deck, + "#26303a", + if will_reshuffle { "empty" } else { "" }, + ); + pile_svg( + out, + 120, + "discard", + discard, + "#2a2f3a", + if will_reshuffle { + "shuffles in on next draw" + } else { + "" + }, + ); + if will_reshuffle { + out.push_str( + "\ + ", + ); + } + out.push_str(""); + + // The discard is public — it has been played (GR-S04 hides only the + // deck) — so its contents stay readable as text beside the picture. + let _ = write!( + out, + "
discard {}
", + esc(&cards(&view.solution_discard)), + ); +} + fn relations_svg(view: &GroundView) -> String { let n = view.players.len().max(1); let (cx, cy, r) = (200.0f64, 150.0f64, 110.0f64); @@ -382,6 +520,51 @@ fn selection_words(s: &games_ground::Selection) -> String { out } +/// The card a seat has played, as a card. +/// +/// **The face-down back is a constant.** It takes no argument, because +/// `SelectionView::Hidden` carries nothing and this function must not be +/// able to leak what it does not receive. GR-R02/R04 hide another seat's +/// choice until Reveal, and `view.rs`'s own test asserts the projection +/// obeys that — but a renderer can leak what the model did not, by +/// tinting the back with the suit or shaping it by the action. So there is +/// exactly one back, with no data path into it. +const CARD_BACK: &str = "face down\ + \ + "; + +fn played_svg(out: &mut String, sel: &SelectionView) { + let s = match sel { + SelectionView::Hidden => { + out.push_str(CARD_BACK); + return; + } + SelectionView::Shown(s) => s, + }; + let mut sub = String::new(); + if let Some(t) = s.target { + let _ = write!(sub, "\u{2192}{}", seat_name(t)); + } + if let Some(n) = s.problem { + if !sub.is_empty() { + sub.push(' '); + } + let _ = write!(sub, "#{n}"); + } + let _ = write!( + out, + "\ + played {label}\ + \ + {label}\ + {sub}\ + ", + label = esc(&format!("{:?}", s.action)), + sub = esc(&sub), + ); +} + fn player_card(out: &mut String, id: PlayerId, p: &PlayerView, view: &GroundView) { let is_viewer = view.viewer == Some(id); let _ = write!( @@ -446,6 +629,10 @@ fn player_card(out: &mut String, id: PlayerId, p: &PlayerView, view: &GroundView } } if let Some(sel) = view.selections.get(&id) { + // The picture, then the words. CB-WP-0024 T03 adds the card; the + // sentence stays, because the log is the record and a player + // reading back through it needs the same vocabulary. + played_svg(out, sel); let _ = write!( out, "selected {}
", @@ -570,13 +757,8 @@ fn body(s: &mut String, view: &GroundView) { } s.push_str(""); - let _ = write!( - s, - "

solutions

deck {} remaining \ - discard {}
", - view.solution_deck_len, - esc(&cards(&view.solution_discard)), - ); + s.push_str("

solutions

"); + piles_svg(s, view); if let Some(o) = &view.outcome { let personal = o @@ -798,7 +980,13 @@ fn log_section(s: &mut String, log: &[LogLine]) { /// **This page does not auto-reload.** The old one reloaded on `ok` and /// the reload was refused, which is how a completed game became a blank /// tab. -pub fn ending(view: Option<&GroundView>, message: &str, endpoint: &str, log: &[LogLine]) -> String { +pub fn ending( + view: Option<&GroundView>, + message: &str, + endpoint: &str, + log: &[LogLine], + series: &[String], +) -> String { let mut s = String::with_capacity(4096); let _ = write!( s, @@ -817,12 +1005,25 @@ pub fn ending(view: Option<&GroundView>, message: &str, endpoint: &str, log: &[L ); } } + // CB-WP-0024 T04. Above the log, because it is a result and the log is + // the account. Empty for a first game — one game is not a series, and + // a "cumulative" panel restating the outcome above it is noise. + if !series.is_empty() { + s.push_str("

this session

"); + for (i, line) in series.iter().enumerate() { + if i > 0 { + s.push_str("
"); + } + s.push_str(&esc(line)); + } + s.push_str("
"); + } log_section(&mut s, log); let _ = write!( s, "
\
play again
\ -
close \u{2014} I have read this
\ +
end session \u{2014} stops the game server
\
\
the game is over
\ ", diff --git a/crates/cb-render-html/src/jsrun.rs b/crates/cb-render-html/src/jsrun.rs index 40d46ac..82b9bcf 100644 --- a/crates/cb-render-html/src/jsrun.rs +++ b/crates/cb-render-html/src/jsrun.rs @@ -79,6 +79,11 @@ function __mk(key, targets, text, descs) { 'data-descs': descs || null }, getAttribute: function (a) { return this._attr[a] !== undefined ? this._attr[a] : null; }, setAttribute: function (a, v) { this._attr[a] = v; }, + // A real browser's removeAttribute. The stub must have it so the + // script can use it instead of `setAttribute(a, null)`, which writes + // the truthy string "null" in a browser but a real null here -- a + // difference that would make a broken seal pass its own test. + removeAttribute: function (a) { delete this._attr[a]; }, classList: { add: function (c) { n._cls[c] = true; }, remove: function (c) { delete n._cls[c]; }, @@ -97,10 +102,25 @@ var document = { querySelectorAll: function (_sel) { return __all; } }; var window = { location: { reload: function () { __reloaded(); } } }; + +// The server's REPLY, delivered synchronously through the then-chain. +// +// CB-WP-0024 T01: the old stub returned `{then: function(){return this}}`, +// which never invoked the callbacks -- so every line of the script that +// reacts to what the server said was unreachable in every test. That is +// why "the page still looks live after the session ends" survived: the +// branch that would have fixed it could not be executed here. +// +// `__reply` is set per run. Chained `.then(fn)` passes fn's return value +// on, matching the promise semantics the script relies on (`r.text()` +// then the text). +var __reply = ""; function fetch(url, opts) { __post(url, (opts && opts.body) || ""); - var chainable = { then: function () { return chainable; } }; - return chainable; + function chain(v) { + return { then: function (fn) { return chain(fn ? fn(v) : v); } }; + } + return chain({ text: function () { return __reply; } }); } // Gestures are driven against REGISTERED nodes, so the script's walk, its @@ -136,6 +156,19 @@ function __heldKeys() { return out.sort().join(','); } function __ghosts() { return __body.children.length; } + +// What the page still offers AFTER the reply was handled. A control the +// script has sealed must stop being droppable, not merely look different +// -- so this reads the same attribute the script's own walk reads. +function __liveKeys() { + var out = []; + for (var i = 0; i < __all.length; i++) { + var k = __all[i].getAttribute('data-drop'); + if (k) { out.push(k); } + } + return out.sort().join(','); +} +function __statusText() { return __status.textContent; } "#; /// Run the document's scripts, then a pointer gesture, and report what @@ -183,6 +216,57 @@ pub fn gesture(html: &str, down: &str, up: &str) -> Result, String> Ok(out) } +/// What the page LOOKS LIKE after a gesture whose reply was `reply`. +/// +/// Returns `(live drop keys, status text)` — the keys still droppable +/// once the script has handled the server's answer. +/// +/// **This path did not exist before CB-WP-0024 T01, and that is why the +/// defect it tests survived.** The fetch stub used to return a +/// `then`-chain that never called its callbacks, so nothing the script +/// does in response to the server was reachable from any test. A page +/// that ignores what it was told looked identical to one that acts on it. +pub fn gesture_with_reply( + html: &str, + down: &str, + up: &str, + reply: &str, +) -> Result<(Vec, String), String> { + let ctx = quick_js::Context::new().map_err(|e| format!("quickjs init: {e}"))?; + ctx.add_callback("__post", |_url: String, _body: String| 0i32) + .map_err(|e| format!("register __post: {e}"))?; + let reloaded = Arc::new(Mutex::new(false)); + let flag = reloaded.clone(); + ctx.add_callback("__reloaded", move || { + *flag.lock().expect("reloaded") = true; + 0i32 + }) + .map_err(|e| format!("register __reloaded: {e}"))?; + + prepare(&ctx, html)?; + ctx.eval(&format!("__reply = {};", json_lit(reply))) + .map_err(|e| format!("set reply: {e}"))?; + ctx.eval(&format!( + "__down({}); __up({});", + json_lit(down), + json_lit(up) + )) + .map_err(|e| format!("gesture: {e}"))?; + + let keys: String = ctx + .eval_as("__liveKeys()") + .map_err(|e| format!("live keys: {e}"))?; + let status: String = ctx + .eval_as("__statusText()") + .map_err(|e| format!("status: {e}"))?; + let keys = if keys.is_empty() { + Vec::new() + } else { + keys.split(',').map(str::to_string).collect() + }; + Ok((keys, status)) +} + /// Every droppable in the document, as `(data-drop, data-targets)`. /// /// The stub's node set is built from the **real emitted page**, not from a diff --git a/crates/cb-render-html/src/lib.rs b/crates/cb-render-html/src/lib.rs index 03b74e7..7409f5b 100644 --- a/crates/cb-render-html/src/lib.rs +++ b/crates/cb-render-html/src/lib.rs @@ -128,7 +128,7 @@ mod coverage { ("step", "step Select"), ("mode", "scoring BondedCoalitions"), ("viewer", "viewing as P1"), - ("solution_deck_len", "17 remaining"), + ("solution_deck_len", "draw pile: 17 remaining"), ("solution_discard.*.suit", "discard Repair Change"), ("players.*.stress", "stress 5"), ("players.*.protection", "protect 2"), @@ -630,5 +630,256 @@ mod gamelog { } } +/// CB-WP-0024 T02 — the draw and discard stacks as objects on the table. +/// +/// The maintainer asked for the piles to be visible and for the discard +/// to show a shuffle when the draw runs out. **The reshuffle is real** — +/// `games/ground/src/lib.rs::draw_solution` implements the U4 default +/// (deterministic reshuffle of the discard; skip the draw if both are +/// empty), which ground-game confirmed on 2026-08-03. So this renders the +/// state in which the next draw triggers it, rather than inventing a rule. +#[cfg(test)] +mod piles { + use cb_kernel::PlayerId; + use games_ground::view::GroundView; + + use crate::doc::document; + + fn view() -> GroundView { + crate::testfix::view(Some(PlayerId(0))) + } + + fn html(v: &GroundView) -> String { + document(v, &[], "/command?t=x", Some(PlayerId(0)), false) + } + + /// The counts must come from the projection, never be recomputed. + #[test] + fn both_counts_are_the_views_own_numbers() { + let mut v = view(); + v.solution_deck_len = 5; + let doc = crate::text_of(&html(&v)); + assert!( + doc.contains("draw pile: 5 remaining"), + "the drawn deck count is not the view's: {doc}" + ); + let n = v.solution_discard.len(); + assert!( + doc.contains(&format!("discard pile: {n} remaining")), + "the drawn discard count is not the view's ({n}): {doc}" + ); + } + + /// An empty discard is an EMPTY pile, not a missing one. A absent slot + /// reads as "this game has no discard", which is a different claim. + #[test] + fn an_empty_pile_is_drawn_rather_than_omitted() { + let mut v = view(); + v.solution_discard.clear(); + let doc = crate::text_of(&html(&v)); + assert!( + doc.contains("discard pile: 0 remaining"), + "an empty discard vanished instead of rendering as empty: {doc}" + ); + } + + /// The U4 state: deck empty, discard holding cards. The next draw + /// reshuffles, and the table should say so. + #[test] + fn an_exhausted_deck_says_the_discard_shuffles_back_in() { + let mut v = view(); + v.solution_deck_len = 0; + assert!(!v.solution_discard.is_empty(), "fixture needs a discard"); + let doc = crate::text_of(&html(&v)); + assert!( + doc.contains("shuffles in on next draw"), + "an exhausted deck did not announce the U4 reshuffle: {doc}" + ); + + // And the negative half: with cards left, no shuffle is promised. + let mut full = view(); + full.solution_deck_len = 12; + assert!( + !crate::text_of(&html(&full)).contains("shuffles in on next draw"), + "a stocked deck claimed a reshuffle was coming" + ); + } +} + +/// CB-WP-0024 T03 — what the other seats played, drawn as cards. +/// +/// The maintainer could follow the other players only by reading the log. +/// The data was already projected and already rendered — as sentences. +/// This adds the picture without touching the hiding rule, which is the +/// only part that could do harm. +#[cfg(test)] +mod played_cards { + use cb_kernel::PlayerId; + use games_ground::view::{GroundView, SelectionView}; + use games_ground::{Action, Selection}; + + use crate::doc::document; + + fn html(v: &GroundView) -> String { + document(v, &[], "/command?t=x", Some(PlayerId(0)), false) + } + + /// A seat's revealed play is drawn, not only written. + #[test] + fn a_revealed_play_is_drawn_as_a_card() { + let mut v = crate::testfix::view(Some(PlayerId(0))); + v.selections.insert( + PlayerId(1), + SelectionView::Shown(Selection { + action: Action::Solve, + target: None, + problem: Some(3), + }), + ); + let doc = html(&v); + assert!( + doc.contains("played Solve"), + "the revealed play was not drawn as a card" + ); + assert!( + crate::text_of(&doc).contains("selected Solve"), + "the sentence must survive alongside the picture — the log is the record" + ); + } + + /// **The leak test.** Nothing in the emitted document may vary with + /// another seat's hidden selection. + /// + /// The shape is `view.rs`'s own + /// `a_seat_never_sees_another_seats_face_down_selection`: assert the + /// absence, then assert the same view AFTER reveal shows it — + /// otherwise the first assertion passes for a renderer that draws + /// nothing at all. + #[test] + fn a_hidden_play_renders_identically_whatever_it_is() { + let render_hidden = |action, problem| { + let mut v = crate::testfix::view(Some(PlayerId(0))); + // The seat HAS chosen; the viewer may not see what. + v.selections.insert(PlayerId(1), SelectionView::Hidden); + // A different real choice underneath, which must not reach us. + v.selections.insert( + PlayerId(2), + SelectionView::Shown(Selection { + action, + target: None, + problem, + }), + ); + html(&v) + }; + + // Two different hidden situations must produce the same markup for + // the hidden seat. Compare the card backs directly. + let a = render_hidden(Action::Solve, Some(1)); + let b = render_hidden(Action::Attack, Some(9)); + let back = |h: &str| { + let i = h + .find("face down") + .expect("a face-down card"); + h[i.saturating_sub(200)..i + 200].to_string() + }; + assert_eq!( + back(&a), + back(&b), + "the face-down card differed between two games — it varies with something" + ); + + // The other half: revealed, the same renderer DOES show it. + let mut shown = crate::testfix::view(Some(PlayerId(0))); + shown.selections.insert( + PlayerId(1), + SelectionView::Shown(Selection { + action: Action::Attack, + target: Some(PlayerId(2)), + problem: None, + }), + ); + assert!( + html(&shown).contains("played Attack"), + "the assertion above would pass for a renderer that draws nothing" + ); + } +} + +/// CB-WP-0024 T01 — the ending page's one control. +/// +/// The maintainer reported it as *"the button says 'I need to read this' +/// — why? the UI is not closing."* Two defects wearing one button: the +/// label described a reading while the control stopped a server, and +/// acknowledging it changed nothing on screen, leaving a live-looking +/// table and a `play again` pointing at a closed port. +#[cfg(test)] +mod ending_page { + use crate::{doc, jsrun}; + + fn page() -> String { + doc::ending(None, "the game ended", "/command?t=x", &[], &[]) + } + + /// The label must say what the control DOES. Asserted on the rendered + /// text so reverting the wording turns this red — a comment would not. + #[test] + fn the_control_is_labelled_by_its_effect_not_by_a_reading() { + let text = crate::text_of(&page()); + assert!( + text.contains("end session") && text.contains("stops the game server"), + "the ending control must name its effect: {text}" + ); + assert!( + !text.contains("I have read this"), + "the label claimed the player had read something; it stops a server" + ); + } + + /// The defect the maintainer actually saw. After the server says the + /// session is closed, `play again` must stop being offered — it now + /// points at a port nobody is listening on. + #[test] + fn acknowledging_the_end_stops_the_page_offering_anything() { + let html = page(); + let before = doc::drop_keys(&html); + assert!( + before.contains("again") && before.contains("done"), + "fixture must start with both controls: {before:?}" + ); + + let (live, status) = + jsrun::gesture_with_reply(&html, "done", "done", "closed — the session has ended") + .expect("run the page"); + + assert!( + !live.contains(&"again".to_string()), + "`play again` survived the session ending and would post to a closed port: {live:?}" + ); + assert!( + live.is_empty(), + "every control must be sealed once the server stops, not only `again`: {live:?}" + ); + assert!( + status.contains("session has ended"), + "the page must say what happened: {status:?}" + ); + } + + /// The negative control. If `seal` fired on any reply, this test would + /// pass for a page that tears itself down whenever it is touched — + /// which would break `play again` in the ordinary case. + #[test] + fn a_dealing_reply_leaves_the_controls_alone() { + let html = page(); + let (live, _) = jsrun::gesture_with_reply(&html, "again", "again", "ok: dealing") + .expect("run the page"); + assert!( + live.contains(&"again".to_string()) && live.contains(&"done".to_string()), + "an 'ok' reply must not seal the page: {live:?}" + ); + } +} + #[cfg(test)] mod testfix; diff --git a/evidence/CB-EV-0023-the-table-you-can-watch.md b/evidence/CB-EV-0023-the-table-you-can-watch.md new file mode 100644 index 0000000..3e59f14 --- /dev/null +++ b/evidence/CB-EV-0023-the-table-you-can-watch.md @@ -0,0 +1,173 @@ +# CB-EV-0023 — the table you can watch + +CB-WP-0024 T05. Tier S (structural S — renders state the projection +already carries; chaos d8=6 → no override). Declaration 7 of chaos window +2. Closed 2026-08-05. + +**Delivered:** the ending control says what it does and the page acts on +it; draw and discard drawn as stacks; each seat's play drawn as a card; +a session tally across games. Five remarks from play, four addressed +(remarks 2 and 3 are CB-WP-0025). + +--- + +## 1. How many of the five remarks were already implemented + +**Three of five were data the projection already carried, rendered as +text.** That is the finding this pass is really about, and it was +established by reading the code before writing the workplan rather than +by building anything. + +| remark | what was actually missing | +|---|---| +| follow the other players | nothing in the model — `selections` project as `Shown` after Reveal and were already drawn, **as sentences** | +| draw and discard stacks | nothing in the model — `solution_deck_len` and `solution_discard` were one line of text | +| show the scores | nothing at all — `personal`, `mastery`, `winners`, `total`/`threshold` were already drawn | +| the ending button | a real defect, two of them | +| a cumulative score | genuinely absent | + +**So the table's problem was legibility, not content.** A renderer can +show every field it is given and still be unreadable, and the coverage +gate — which asserts every view field appears in the parsed document — +passes either way. It is a completeness gate, and completeness was never +the issue. + +**That is worth naming as a gap in the controls**, not as a criticism of +them. `every_view_field_is_classified_in_the_emitted_document` proves +nothing is silently omitted. Nothing proves it is *readable*, and nothing +could, cheaply. The maintainer playing the game is the instrument, which +is what makes remarks like these worth more than their length suggests. + +## 2. The defect that mattered was untestable, and that is why it survived + +The ending control was labelled *"close — I have read this"* while +`hotseat.rs` read it as **stop the server**, and acknowledging it changed +nothing: the tab kept a full table and a `play again` pointing at a closed +port. + +The label was a wording bug. **The second half survived for a structural +reason:** + +> `jsrun`'s `fetch` stub returned `{then: function () { return this; }}`, +> which never invoked its callbacks. **Every line of the script that +> reacts to what the server said was unreachable from every test in this +> project.** + +The `ok` → reload branch, the status text, and the branch that did not yet +exist were all equally unexercised. A page that ignores the server was +indistinguishable, under test, from one that acts on it. + +CB-WP-0014 embedded a real JS engine specifically so the script could be +executed rather than string-matched, and CB-WP-0016 found that *a stub too +thin to express a failure is how the failure survives*. This is the same +finding one layer deeper: the stub was thin at the **reply**, and the +reply is where the session's ending lives. + +The stub now delivers a real then-chain and `gesture_with_reply` reports +which controls survive. The seal is mutation-proven — deleting the branch +turns exactly one test red — and a negative control asserts `ok: dealing` +does **not** seal, because a seal that fired on every reply would pass the +first test and silently break `play again`. + +### One browser-versus-stub trap, avoided by writing it down + +The first seal used `setAttribute('data-drop', null)`. In the stub that +stores a real `null` and `getAttribute` returns `null`; **in a browser it +writes the literal string `"null"`, which is truthy**, so the control would +have stayed live while its own test called it sealed. `removeAttribute` +is correct in both. The stub gained the method rather than the script +gaining a workaround. + +## 3. The reshuffle question: already ruled, already implemented + +T02 required settling whether the deck-exhaustion shuffle happens before +drawing it, and to raise a finding if it did not. + +**It does.** `games/ground/src/lib.rs:1419-1435` (`draw_solution`): +deterministic reshuffle of the discard, seeded `seed ^ round`, carried in +a `DeckReshuffled` event so replay never re-derives it; if both are empty +the draw is skipped. That is the **U4 default**, which ground-game +**confirmed on 2026-08-03** — a ruled rule. + +So nothing was raised, which is the correct outcome and the one the task +was written to allow. The piles show the state in which the *next* draw +triggers it, because that is derivable from the view; a claim that a +reshuffle *has* happened is not, and is not made. The event already reads +out in the log. + +**Two days earlier this question would have been raised as a finding.** +CB-WP-0026 applied the U4 ruling on 2026-08-05; this pass consumed it the +same day. The register paying off inside 24 hours is not proof it works, +but it is the first time the answer to *"is this underdetermined?"* was +one lookup instead of a message. + +## 4. What the controls caught + +**The coverage gate caught its own probe going stale.** Replacing the +`17 remaining` text broke `solution_deck_len`'s classification — the gate +does not care *how* a field is rendered, only that its token appears, so +changing the rendering changed the token. Fixed by putting the count in +the pile's ``: a stable probe, and what a screen reader announces. +The on-canvas numeral would have been a weak probe, since a bare `17` +could be anything on the page. + +**The compiler caught a misplaced doc comment** that had silently taken +`Summary`'s `#[derive(Debug)]` with it. + +Neither is interesting alone. Together they are the ordinary case for +this project: the gates fire on rendering changes, and the cost of that is +small enough that nobody is tempted to loosen them. + +## 5. The cumulative-score question, and why it stayed a note + +The task required deciding what "cumulative" means **before** summing +anything. The answer is that **GROUND defines one game and no series at +all.** + +`personal` sums per seat; `winners` counts games won; `group_success` +counts games the table cleared. They answer different questions, and a +test asserts they can point at different seats — a 9/0/0 versus 0/1/1 +series leads on summed score for one seat and on games won for the other. + +**Both are shown and both are named.** Picking one would have made it *the* +score by default, which is canonising a rule nobody wrote. + +Registered **F15, `underdetermined`, state `note`**. It stays a note on +purpose: the test demonstrates the two tallies *can differ*, which is +arithmetic — not evidence that the ambiguity harms play. Under GameDesign +§3.1 a note may not be reported to ground-game until an artifact exists. + +**This is the note tier doing exactly what ADR-0012 D6 built it for**, on +the first genuinely new question since it was written. The tier was +argued as the way to admit findings from *play* that the engine cannot +produce; its first real use is a question from *building*, which the ADR +did not anticipate and which the tier handles unchanged. + +## 6. Chaos window 2 + +**Declaration 7 of 12.** Structural S, d8 = 6, no override. + +Ten declarations in, **no 8 has been rolled**. At d8 the expected count +over twelve is 1.5, so this is unremarkable — but it means window 2 will +likely close with **zero overrides to evaluate**, and its retirement +condition (*retire if an override changes nothing twice running*) will be +untestable. Window 1 closed with 2 overrides at d4 and both changed the +outcome. **The rate cut to d8 may have made the mechanism unevaluable**, +which is a real cost that CB-EV-0015's decision did not price, and the +window's closing evidence should say so. + +## 7. Cost + +CB-WP-0023's cost, by re-running the instrument — the pass this one is +required to quote. Reported by `make cost`; **not inlined here as a +literal** (§Single source of fact), and see CB-EV-0019 §4 on the chain +breaking beyond ~4 passes. + +## Open after this pass + +- **Remarks 2 and 3** — *how could we have won* and *difficulty* — are + CB-WP-0025, declared and ready, tier L. +- **F15** needs an artifact before the series question can go to + ground-game. +- **Legibility has no gate** (§1) and probably should not get one; the + honest control is a person playing it. diff --git a/specs/FindingRegister.md b/specs/FindingRegister.md index d91a9cb..42be87e 100644 --- a/specs/FindingRegister.md +++ b/specs/FindingRegister.md @@ -42,6 +42,7 @@ kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by | F12 | degenerate | note | — | — | 2026-08-01 | clay-borg | | F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg | | F14 | unplayed | note | — | — | 2026-08-01 | clay-borg | +| F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg | <!-- design-register:end --> @@ -61,6 +62,15 @@ kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by `-reachable-`. **Its reproduction is green**, which under GameDesign §1.3 is the alarm that forced the resolution. Withdrawn rather than deleted, and the withdrawal is reported (ADR-0012 D5). +- **F15 — the rules define one game, not a series.** `OutcomeView` gives + `personal` (per seat), `group_success` (per table) and `winners`. Summing + the first and counting the third answer different questions, and GROUND + says nothing about how several games combine. CB-WP-0024 T04 shows + **both, labelled**, rather than picking one and letting it become the + score by default. `note`: no artifact demonstrates that this *harms* + play — a unit test showing the two tallies point at different seats + demonstrates only that they can differ, which is arithmetic, not a design + defect. Under GameDesign §3.1 it may not be reported until one exists. - **F14 — GR-E03/GR-E04 never played to the end.** Nineteen passes, never played out. `note` until a trial game exists; GROUND-WP-0003 is the playtest that would close it, and GameDesign §5's protocol makes the diff --git a/tools/cb-play/src/hotseat.rs b/tools/cb-play/src/hotseat.rs index b856215..c8112a8 100644 --- a/tools/cb-play/src/hotseat.rs +++ b/tools/cb-play/src/hotseat.rs @@ -200,6 +200,7 @@ impl Server { final_view: Option<&games_ground::view::GroundView>, message: &str, linger: std::time::Duration, + tally: &crate::table::MatchTally, ) -> Result<EndChoice, String> { let deadline = std::time::Instant::now() + linger; self.listener @@ -237,6 +238,7 @@ impl Server { message, &self.guard.endpoint(), &self.log_lines(), + &series_lines(tally), ); respond(&mut stream, 200, "text/html; charset=utf-8", &page); } @@ -249,7 +251,17 @@ impl Server { &mut stream, 200, "text/plain", - if again { "ok: dealing" } else { "closed" }, + // CB-WP-0024 T01: the reply is what the player + // reads. "closed" alone left them looking at a + // live table wondering why nothing happened. + // The `closed` prefix is what the page's script + // matches on to seal itself. + if again { + "ok: dealing" + } else { + "closed \u{2014} the session has ended and the server has stopped. \ + You can close this tab." + }, ); break Ok(if again { EndChoice::Again @@ -265,6 +277,142 @@ impl Server { } } +/// The running series, phrased for a reader. +/// +/// **Two lines, because the rules define one game and not a series** +/// (CB-WP-0024 T04). `personal` sums per seat; `winners` counts games +/// won; they answer different questions and GROUND says which is *the* +/// series score nowhere at all. Both are shown and both are named, so +/// nothing here quietly becomes canon. +pub fn series_lines(t: &crate::table::MatchTally) -> Vec<String> { + if t.games <= 1 { + // One game is not a series, and a "cumulative" panel over a single + // result would just restate the outcome above it. + return Vec::new(); + } + let seats = |m: std::collections::BTreeMap<PlayerId, String>| { + m.iter() + .map(|(p, v)| format!("P{} {v}", p.0 + 1)) + .collect::<Vec<_>>() + .join(" ") + }; + let personal: std::collections::BTreeMap<_, _> = t + .personal + .iter() + .map(|(p, v)| (*p, format!("{v:+}"))) + .collect(); + let wins: std::collections::BTreeMap<_, _> = t + .personal + .keys() + .map(|p| (*p, t.wins.get(p).copied().unwrap_or(0).to_string())) + .collect(); + vec![ + format!("{} games this session", t.games), + format!("summed personal score — {}", seats(personal)), + format!("games won — {}", seats(wins)), + format!( + "table cleared its threshold {} of {} games", + t.group_successes, t.games + ), + ] +} + +#[cfg(test)] +mod series { + use crate::table::MatchTally; + use cb_kernel::PlayerId; + use games_ground::view::OutcomeView; + + fn outcome(p1: i32, p2: i32, success: bool, winners: Vec<PlayerId>) -> OutcomeView { + OutcomeView { + total: 0, + threshold: 5, + group_success: success, + personal: [(PlayerId(0), p1), (PlayerId(1), p2)].into_iter().collect(), + coalitions: vec![], + mastery: None, + winners, + } + } + + fn after(games: &[OutcomeView]) -> MatchTally { + let mut t = MatchTally::default(); + for o in games { + t.record_for_test(o); + } + t + } + + /// The weakest possible assertion, and the one that catches a tally + /// reset by `play again`: two games must produce a total that is + /// neither game's score alone. + #[test] + fn two_games_accumulate_rather_than_replacing() { + let t = after(&[ + outcome(3, 1, true, vec![PlayerId(0)]), + outcome(2, 4, false, vec![PlayerId(1)]), + ]); + assert_eq!(t.games, 2); + assert_eq!(t.personal[&PlayerId(0)], 5, "P1's scores did not sum"); + assert_eq!(t.personal[&PlayerId(1)], 5, "P2's scores did not sum"); + assert_eq!(t.group_successes, 1, "only one game cleared its threshold"); + assert_eq!(t.wins[&PlayerId(0)], 1); + assert_eq!(t.wins[&PlayerId(1)], 1); + } + + /// **The two tallies disagree, and that is the point.** Summed + /// personal score says the seats are level; games won says the same; + /// but a third game separates them, and which one is "the series + /// score" is a question GROUND does not answer. Showing one alone + /// would be picking a winner the rules never named. + #[test] + fn the_two_tallies_can_disagree_about_who_is_ahead() { + let t = after(&[ + outcome(9, 0, false, vec![PlayerId(0)]), + outcome(0, 1, false, vec![PlayerId(1)]), + outcome(0, 1, false, vec![PlayerId(1)]), + ]); + assert!( + t.personal[&PlayerId(0)] > t.personal[&PlayerId(1)], + "P1 leads on summed score" + ); + assert!( + t.wins[&PlayerId(1)] > t.wins.get(&PlayerId(0)).copied().unwrap_or(0), + "P2 leads on games won — the two answers point at different seats" + ); + } + + /// One game is not a series: the panel stays absent rather than + /// restating the outcome directly above it. + #[test] + fn a_single_game_shows_no_series_panel() { + assert!(super::series_lines(&after(&[outcome(1, 1, true, vec![])])).is_empty()); + assert!( + !super::series_lines(&after(&[ + outcome(1, 1, true, vec![]), + outcome(1, 1, true, vec![]) + ])) + .is_empty(), + "two games must produce a panel" + ); + } + + /// Both tallies must be named on the page. An unlabelled number would + /// become "the score" by default, which is the canonisation this + /// deliberately avoids. + #[test] + fn the_page_says_which_tally_is_which() { + let lines = super::series_lines(&after(&[ + outcome(1, 2, true, vec![PlayerId(1)]), + outcome(3, 0, false, vec![PlayerId(0)]), + ])); + let all = lines.join(" | "); + assert!(all.contains("summed personal score"), "{all}"); + assert!(all.contains("games won"), "{all}"); + assert!(all.contains("cleared its threshold"), "{all}"); + } +} + /// What the player asked for on the ending page. #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum EndChoice { @@ -463,6 +611,7 @@ mod tests { Some(&view), "30 commands, hash f6c890a65271", std::time::Duration::from_secs(20), + &crate::table::MatchTally::default(), ) .expect("serve_end"); let replies = client.join().expect("client"); @@ -553,7 +702,8 @@ mod tests { /// game that never happened. #[test] fn a_game_that_ended_badly_says_so_and_shows_no_table() { - let page = cb_render_html::doc::ending(None, "P1 ran out of input", "/command?t=x", &[]); + let page = + cb_render_html::doc::ending(None, "P1 ran out of input", "/command?t=x", &[], &[]); assert!( page.contains("P1 ran out of input"), "the reason is missing" diff --git a/tools/cb-play/src/table.rs b/tools/cb-play/src/table.rs index bdc67eb..4c84f50 100644 --- a/tools/cb-play/src/table.rs +++ b/tools/cb-play/src/table.rs @@ -52,6 +52,59 @@ impl Default for Config { } } +/// What carries across games in one browser session (CB-WP-0024 T04). +/// +/// `play` already owned the session — one listener, an advancing seed, +/// `run_game` in a loop — and kept only the last summary, so a second +/// game started with no memory of the first. +/// +/// ## Two tallies, because the rules define one game and not a series +/// +/// `OutcomeView` offers `personal` (per seat), `group_success` (per +/// table) and `winners`. Summing `personal` and counting `winners` answer +/// **different questions**, and GROUND's dataset says nothing about how +/// several games combine — there is no series in the rules. +/// +/// So both are kept and both are labelled, rather than one being picked +/// and quietly presented as *the* score. Registered as a note (kind +/// `underdetermined`) in `specs/FindingRegister.md`: it may not be +/// reported to ground-game until something demonstrates a problem, which +/// is GameDesign §3.1's rule and the reason this is not being sent as a +/// finding. +#[derive(Debug, Clone, Default)] +pub struct MatchTally { + pub games: u32, + /// Sum of each seat's per-game `personal` score. + pub personal: std::collections::BTreeMap<cb_kernel::PlayerId, i32>, + /// Games the table cleared its threshold. + pub group_successes: u32, + /// How often each seat appeared in `winners`. + pub wins: std::collections::BTreeMap<cb_kernel::PlayerId, u32>, +} + +impl MatchTally { + /// Test-visible alias for [`Self::record`]. The real call site is the + /// driver; this exists so the series tests drive the same code rather + /// than a reimplementation of it beside it. + #[cfg(test)] + pub fn record_for_test(&mut self, o: &games_ground::view::OutcomeView) { + self.record(o); + } + + fn record(&mut self, o: &games_ground::view::OutcomeView) { + self.games += 1; + for (seat, score) in &o.personal { + *self.personal.entry(*seat).or_insert(0) += *score; + } + if o.group_success { + self.group_successes += 1; + } + for w in &o.winners { + *self.wins.entry(*w).or_insert(0) += 1; + } + } +} + /// What a finished game reports back. /// The end-state hash is what makes a session comparable to its replay. #[derive(Debug)] @@ -200,7 +253,11 @@ fn end_badly<T>( msg: String, ) -> Result<T, String> { if let Some(s) = server { - let _ = s.serve_end(None, &msg, END_LINGER); + // A game that ended badly has no outcome, so it contributes + // nothing to the series and the panel stays absent. Passing an + // empty tally rather than the live one is deliberate: a crashed + // game must not be counted as a played one. + let _ = s.serve_end(None, &msg, END_LINGER, &MatchTally::default()); } Err(msg) } @@ -239,8 +296,12 @@ pub fn play<R: BufRead, W: Write>(config: &Config, input: R, out: W) -> Result<S }; let mut cfg: Config = config.clone(); + // CB-WP-0024 T04: the tally outlives the game, which is the whole + // point — it is declared here, beside the listener and the seed, + // because those are the other two things that survive `play again`. + let mut tally = MatchTally::default(); loop { - let (summary, choice) = run_game(&cfg, &input, &out, server.clone())?; + let (summary, choice) = run_game(&cfg, &input, &out, server.clone(), &mut tally)?; if choice != crate::hotseat::EndChoice::Again { return Ok(summary); } @@ -253,6 +314,7 @@ fn run_game<'a, R: BufRead + 'a, W: Write + 'a>( input: &'a std::cell::RefCell<R>, out: &'a std::cell::RefCell<W>, server: Option<std::rc::Rc<crate::hotseat::Server>>, + tally: &mut MatchTally, ) -> Result<(Summary, crate::hotseat::EndChoice), String> { let setup = Setup { players: config.players, @@ -342,8 +404,14 @@ fn run_game<'a, R: BufRead + 'a, W: Write + 'a>( let mut end_choice = crate::hotseat::EndChoice::Closed; if let Some(srv) = &server { let ended = game.state.project(Viewer::Spectator); + // Recorded BEFORE the page is served, so the ending page shows a + // tally that includes the game being looked at. A tally that + // lagged by one game would be worse than none. + if let Some(o) = &ended.outcome { + tally.record(o); + } let msg = format!("{} commands, hash {}", game.commands, &end_hash[..12]); - end_choice = srv.serve_end(Some(&ended), &msg, END_LINGER)?; + end_choice = srv.serve_end(Some(&ended), &msg, END_LINGER, tally)?; } let scenario = games_ground::record::to_scenario( diff --git a/workplans/CB-WP-0024-the-table-you-can-watch.md b/workplans/CB-WP-0024-the-table-you-can-watch.md index 6d65391..c91787a 100644 --- a/workplans/CB-WP-0024-the-table-you-can-watch.md +++ b/workplans/CB-WP-0024-the-table-you-can-watch.md @@ -2,7 +2,7 @@ id: CB-WP-0024 kind: product title: "The table you can watch: the piles, the other seats' moves, the score that carries" -status: ready +status: done state_hub_workstream_id: "5f17b6f9-cd4b-4c31-a8af-712313149cf2" --- @@ -47,7 +47,7 @@ except where task T04 says so explicitly. ```task id: CB-WP-0024-T01 -status: todo +status: done priority: high state_hub_task_id: "acb4231c-35df-490f-93fd-be71c0abf1dc" ``` @@ -75,11 +75,36 @@ because a control that can no longer work must not look like it can. - the label change must be mutation-visible: assert the rendered text, so reverting the wording turns a test red. +**Done 2026-08-05.** Label is now `end session — stops the game server`; +the reply is `closed — the session has ended and the server has stopped. +You can close this tab.`; and the script **seals** the page on a `closed` +reply — `removeAttribute('data-drop')` on every control, so they stop +being droppable by the same rule that made them droppable. `sealed` CSS is +how that reads, not the mechanism. + +**`removeAttribute`, not `setAttribute(_, null)`** — the latter writes the +literal string `"null"` in a browser, which is truthy, so the control +would stay live while the stub reported it sealed. + +**The reply path had never been executable in a test.** `jsrun`'s `fetch` +stub returned `{then: function(){return this}}`, which never invoked its +callbacks — so every line of the script that reacts to what the server +said was unreachable from every test in the project. **That is why this +defect survived**: a page that ignores the server looked identical to one +that acts on it. The stub now delivers a real then-chain, and +`gesture_with_reply` reports the page's surviving controls. + +Three tests, and the seal is mutation-proven: deleting the `closed` branch +turns exactly one red. The negative control (`ok: dealing` must NOT seal) +exists because a seal that fired on every reply would pass the first test +and break `play again`. `cb-play`: 22 passed, including +`play_again_deals_a_second_game`. + ## Task: the piles are objects on the table ```task id: CB-WP-0024-T02 -status: todo +status: done priority: high state_hub_task_id: "37b16a87-e791-4c85-9f60-671812f6dd2e" ``` @@ -107,11 +132,38 @@ stop. - the shuffle question is answered in the task record with the line number that settles it, either way. +**Done 2026-08-05.** Both piles are drawn as offset stacks with their +counts, replacing the text line. Depth suggests *a pile exists*; the +number is the truth — 17 cards is not seventeen rectangles. + +**The shuffle question is settled and the answer is that it already +works.** `games/ground/src/lib.rs:1419-1435` (`draw_solution`) implements +the **U4 default**: deck empty → deterministic reshuffle of the discard +via a `DeckReshuffled` event seeded from `seed ^ round`; both empty → skip +the draw. ground-game **confirmed U4 on 2026-08-03**, so this is a ruled +rule, not an invented one. Nothing to raise. + +The event already reads out in the log (`hotseat.rs:374`). What the piles +add is the *state before it fires*: deck 0 with a non-empty discard draws +an arrow and says **"shuffles in on next draw"**. That is derivable from +the view; a claim that a reshuffle *has happened* would not be, and is not +made. + +**The coverage gate caught the probe going stale** — removing the +`17 remaining` text broke `solution_deck_len`'s classification. Fixed by +putting the count in the pile's `<title>` (`draw pile: 17 remaining`), +which is both a stable probe and what a screen reader announces; the +on-canvas numeral alone could be any number on the page. + +Three tests: counts come from the view, an empty discard renders as an +empty pile rather than vanishing, and the reshuffle notice appears only +when the deck is actually out. + ## Task: what the other seats played, on the table ```task id: CB-WP-0024-T03 -status: todo +status: done priority: high state_hub_task_id: "7b0b08d9-cf0d-40f4-8697-049bdb20085d" ``` @@ -137,11 +189,28 @@ face-down as one identical back. `view.rs`'s own test already uses; copy it); - `make sim` still passes: 26 scenarios encode what the table looks like. +**Done 2026-08-05.** Each seat's play is drawn as a card in its own area, +with the sentence kept beside it — the log is the record and a player +reading back needs the same vocabulary. + +**The face-down back is a `const` with no parameters.** `SelectionView:: +Hidden` carries nothing, so the renderer is structurally unable to leak +what it was not given; making the back a constant means there is no data +path into it to add later. The risk this guards is real but is the +renderer's, not the model's: a tint keyed on suit or a shape keyed on +action would leak even though `view.rs` handed over nothing. + +The leak test copies `view.rs`'s own shape — assert two different hidden +situations render an identical back, **then** assert the same renderer +does show a revealed play, because without the second half the first +passes for a renderer that draws nothing at all. Both are +mutation-proven: deleting the call turns both red. + ## Task: the score that carries across games ```task id: CB-WP-0024-T04 -status: todo +status: done priority: medium state_hub_task_id: "4f312267-2b82-4cf9-bbb1-7f287dc9e766" ``` @@ -167,11 +236,36 @@ raise the question rather than silently canonising a choice. - the tally survives the seed advance and resets only on a new process; - the per-game outcome block is unchanged, and a test says so. +**Done 2026-08-05.** `MatchTally` lives in `play`, beside the listener and +the seed — the other two things that survive `play again`. Shown on the +ending page above the log, and **absent for a first game**: one game is not +a series, and a cumulative panel restating the outcome directly above it +is noise. + +**"Cumulative" was decided before anything was summed, and the answer is +that the rules do not decide it.** `OutcomeView` offers `personal` (per +seat), `group_success` (per table) and `winners`; summing the first and +counting the third answer different questions, and GROUND defines one game +and no series at all. **Both are shown and both are named** rather than one +being picked and becoming *the* score by default. A test asserts they can +point at different seats — 9/0/0 against 0/1/1 leads on summed score for +one seat and on games won for the other. + +Registered as **F15, kind `underdetermined`, state `note`** in +`FindingRegister.md`. It stays a note deliberately: the test shows the two +tallies *can differ*, which is arithmetic, not evidence that the ambiguity +harms play — so under GameDesign §3.1 it may not be reported to +ground-game yet. **This is the note tier doing the job D6 built it for**, +on the first new question since it was written. + +A crashed game contributes nothing: the error path passes an empty tally, +so a game that ended without an outcome is never counted as played. + ## Task: evidence ```task id: CB-WP-0024-T05 -status: todo +status: done priority: high state_hub_task_id: "db176595-e00d-467c-ba54-0714cfb7ba5c" ``` @@ -186,3 +280,30 @@ state_hub_task_id: "db176595-e00d-467c-ba54-0714cfb7ba5c" - **What the cumulative-score question turned out to be**, and whether it went to `ground-game`. - **Quote CB-WP-0023's cost by re-running the instrument.** + +**Done 2026-08-05.** +[CB-EV-0023](../evidence/CB-EV-0023-the-table-you-can-watch.md). + +- **Three of five remarks were already implemented** — data the projection + carried, drawn as text. The table's problem was legibility, not content, + and **the coverage gate passes either way** because it proves nothing is + omitted, not that anything is readable. That gap is named, not fixed: + the honest control is a person playing it. +- **The defect that mattered was untestable.** `jsrun`'s fetch stub never + invoked its callbacks, so every line of the script reacting to the + server was unreachable from every test in the project. Same finding as + CB-WP-0016's *a stub too thin to express a failure is how the failure + survives*, one layer deeper — at the reply, which is where the session's + ending lives. +- **The reshuffle was already ruled and already implemented** (U4, + confirmed 2026-08-03), so nothing was raised. CB-WP-0026 applied that + ruling the same day this pass consumed it — the first time answering + *"is this underdetermined?"* was one lookup instead of a message. +- **F15 stayed a note on purpose.** The note tier's first use since D6 + wrote it, and it came from *building* rather than from play, which the + ADR did not anticipate and which the tier handled unchanged. +- **Chaos window 2 has rolled no 8 in ten declarations**, so it will + likely close with no override to evaluate and its retirement condition + untestable. The d4 → d8 cut may have made the mechanism unevaluable — + a cost CB-EV-0015 did not price, and one the window's closing evidence + should state.