comments: the scripts say what they do and how to run them
Each header is a one-line summary, the environment it reads and its usage; the history, measurements and record numbers go. Only comment lines change: with comments stripped the scripts are byte-identical. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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#!/usr/bin/env bash
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# cine.sh — play one cinematic on the probe and print what happened, as a timeline.
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#
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# Every cinematic question is the same shape — "what did the client do to the world while the
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# camera was away?" — and answering it by hand costs four environment variables, a GM command, a
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# move trace and a fistful of greps. Assembled by hand three times in one session (decisions
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# 1701/1707/1708), it produced two WORTHLESS runs before a usable one:
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#
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# * the first parked the body wherever the character was saved, which was inside Thunder Bluff's
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# geometry — the body was wedged, sent nothing, and the trace said "held" for reasons that had
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# nothing to do with the cinematic;
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# * the second read "no movement packet" as proof that input was suppressed, when the body was
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# simply in free fall and had no movement to send.
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#
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# Both are avoidable by construction, so this parks the body on known-flat ground first and always
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# prints the control facts (did it fall? did it move?) beside the thing under test.
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#
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# THE SILENT-BUT-LIVE TRICK, which is the other half of why this exists: `$WOW_NOSOUND` opens no
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# audio device, so `zone::start_music_stream` returns before it logs and a silent run can tell you
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# NOTHING about music. Instead this points `$BENILLA_HOME` at a throwaway config with
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# `MasterVolume = "0"` — the device opens, every stream starts and logs its file, and the room
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# stays quiet. That is what made "the Stormwind city-intro stinger is what plays under the human
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# narration" a readable fact rather than a guess.
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# Play one cinematic on the probe and print what happened, as a timeline.
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#
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# scripts/cine.sh # the human intro (81), parked in Stormwind
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# scripts/cine.sh 41 # the dwarf intro
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@@ -28,8 +7,10 @@
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# scripts/cine.sh 81 --at "-8913,554,94,0"
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# scripts/cine.sh 81 --keep # keep the raw log and trace paths, printed at the end
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#
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# The probe identity is the checkout's `.probe-identity`, or WOW_USER/WOW_PASS/WOW_CHAR
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# (scripts/probe-identity.sh).
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# Logs in as `.probe-identity`, else WOW_USER/WOW_PASS/WOW_CHAR. The body parks on flat ground
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# first, and did-it-fall/did-it-move print beside the timeline: a wedged or falling body sends no
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# movement. Sound is live but muted through a BENILLA_HOME config (`MasterVolume = "0"`), because
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# under WOW_NOSOUND `zone::start_music_stream` returns before it logs.
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set -euo pipefail
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cd "$(dirname "$0")/.."
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@@ -60,8 +41,7 @@ trace="$work/move.trace"
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IFS=, read -r px py pz pmap <<< "$park"
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# The schedule, in probe-clock seconds. Generous rather than tight: a cold slot streams a city
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# slowly, and a measurement taken before the world arrived is the wedged-body run all over again.
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# The schedule, in probe-clock seconds; generous, because a cold start streams a city slowly.
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park_at=8
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play_at=20
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key_at=$((play_at + 8))
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