clay-borg/workplans/CB-WP-0035-a-session-that-answers-nothing.md
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specs/Ornamentation.md: what a game is besides its rules
Draws one boundary — between what the rules can see and everything else a
player experiences — and says which repository each belongs to as the
simulator grows.

"Ritual" becomes ornamentation: half the category is material rather than
ceremonial, and "decoration" is already spoken for in this repo (a control
that cannot fail). The test is not "does it have a decision in it" —
choosing who deals is a decision and is ornamental. The test is whether
the state hash moves, which reuses the instrument that already binds a
trial note to a position.

The part that earns its place in clay-borg rather than in a renderer's
stylesheet: calling something ornamentation is a CLAIM THAT IT DOES NOT
MATTER, and this project's register is a list of times that claim was
wrong — quantity in Tokens.csv, F18's four unread files, SOLVE offered
where it could not act. So a declaration carries a falsifier, and
"provisional" is a state it must say out loud.

Downstream may read, may not decide — ADR-0007 D5 restated at the
repository boundary. The port to clay-animate is deliberately NOT
designed: no consumer exists, and an interface built against an imagined
client is the same defect as a gate that cannot go red.

Five invariants, four checkable today. I3 — same seed and decisions
produce a byte-identical recording at any pace through any renderer — is
the falsifier for the whole split.

CB-WP-0036 re-declared from L to M accordingly: the animation architecture
that made it L has moved to clay-animate. No code had been written and the
tier-L review had not been run, which is the only reason it could be
re-scoped rather than unwound.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 21:16:34 +02:00

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---
id: CB-WP-0035
kind: product
title: "A session that answers nothing"
status: done
state_hub_workstream_id: "c4c2fcbe-064c-4c19-b851-1d8d5940a24c"
---
# Purpose
```
structural tier S (one endpoint, one rejection handler; no rule, no
dependency, no artifact contract moved)
chaos d8 = 4 → no override
declared tier S
```
**Declaration 6 of chaos window 3.**
## The report, and it is one defect not two
> *"I think the server timing out is not noticed by the client. And 'Play
> Again' does not report that the session is no longer available."*
Both come from the same three characters. The script's request was
```js
fetch(...).then(...).then(...) // and no .catch
```
so when the process had exited the promise **rejected, the chain never
ran, and not even the status line moved.** A dead server and a click that
did nothing were indistinguishable — which is why `play again` read as a
dead button and the linger timeout was invisible.
**A request that cannot be answered is information**, and it was being
thrown away.
## Task: notice, and say so
```task
id: CB-WP-0035-T01
status: done
priority: high
state_hub_task_id: "7be2de30-1077-439a-8e70-a20031e9ba97"
```
**Controls:**
- **both paths** — pressing a control, and noticing without pressing
anything, which is the timeout case;
- **both pages**, because the timeout matters most *during play*;
- the heartbeat **carries the token**, or a refusal every five seconds
would seal a live session;
- mutation-proven: remove the `.catch` and the status goes empty, which is
the reported symptom exactly.
**Done 2026-08-07.** `.catch(gone)`, plus a 5-second heartbeat against a
new `/alive` — its own path so a beat costs a few bytes rather than a
whole re-render. It **does not extend the linger**: that deadline is
absolute, so a tab left open still cannot hold the process open.
**The harness had the same hole as the code.** `jsrun`'s `fetch` stub had
no `.catch`, so the branch that notices a dead server would have been
unreachable in every test — *the very defect the stub's own comment
records from CB-WP-0024*, where a then-chain that never invoked its
callbacks let "the page still looks live" survive. Teaching the stub
`__failing`, `.catch` and a recorded `setInterval` was the fix; writing
the script defensively instead would have repeated the trap.
**The first cut wired the heartbeat into the ending page only.** An unused
variable caught it — luck, not a control — so `every_page_can_tell_the_
session_has_gone` now asserts it on both.
## Not done here
- **Five seconds is a guess.** Nothing measures how long a player tolerates
a dead-looking page, and this pass did not find out.
- **A brief network stall seals the page**, the same as a dead server. For
a loopback-only server that is nearly always the truth, but it is a
false positive waiting for the first non-loopback deployment.