Build independent base gameplay and source-bound native verification

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2026-09-19 08:09:14 +02:00
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@@ -184,3 +184,53 @@ Future native runs now snapshot addon files before process launch, compare sourc
[053124](evidence/native-2026-09-19-053124/report.json) completes all 30 isolated UI assertions with no script/VM exceptions after removing the temporary name-based diagnostic. Real close/rebind/reopen, native weak-reference clearing after isolated task deletion, global event unsubscribe, delayed callback cancellation and restoration of the actual objective assignment all pass. Seven inherited resource errors remain. Its pre-launch/stopped source manifests match all 116 final addon files, and the stopped raw-log hash verifies.
At this checkpoint, repository policy/resource checks, 15 synthetic performance-tool regressions and 46 release/provenance regressions pass. The actual release checker still refuses all 17 pending first-release cases plus failed clean native runtime. All private test runners are stopped. Manual equipment/medical/casualty gameplay, real multiplayer/preload/reconnect testing, operational support/logistics, equivalent-workload FPS measurements and release packaging remain unfinished. Historical archives describe their own source snapshots; they are not relabelled as final-source tests.
## Native medicine and environment checkpoint
[062406](evidence/native-2026-09-19-062406/report.json) passes 24 actual blood-loss and treatment assertions, including consumed dressing, one attached saline bag, duplicate rejection, native consciousness recovery and finite infusion completion. It retains the seven earlier inherited catalog errors.
[063559](evidence/native-2026-09-19-063559/report.json) passes 67 environment and deliberately narrowed faction-catalog assertions, with **zero script/VM or engine errors**. The successor profiles preserve vanilla faction, item, medical and radio behavior but catalog only its UAZ and Mi8 vehicles. Clear/overcast/rain, leap dates and unchanged clock progression pass. Repeated-round teardown, current complete-loop regression, manual play and multiplayer remain separate checks.
[063949](evidence/native-2026-09-19-063949/report.json) passes 155 combined assertions with zero engine errors. The revised 3m-spaced interior prison search accommodates one real controlled prisoner and eleven physical test characters. Each has the exact unique starting kit and can receive and return a real clue. Repeated inventory references are counted once by entity identity; distinct same-prefab objects remain distinct. This is physical placement and inventory evidence, not twelve-client multiplayer.
[064406](evidence/native-2026-09-19-064406/report.json) passes 54 combined assertions with zero engine errors. Recovery status, stable event counts, survival beyond the all-dead grace, identity preservation and administrator authorization pass. Explicit abandonment while the all-incapacitated warning is active enters normal defeat and clears the warning during cleanup.
[064716](evidence/native-2026-09-19-064716/report.json) retains an integration compile failure: a separate WORKBENCH modded layer could not expose its restart-probe field to the main fixture, and the patrol check passed an entity where a boolean was required. Both were corrected; [065233](evidence/native-2026-09-19-065233/report.json) compiles and reaches the patrol fixture, which stops on an unexpected repeated native queue reference. Its route interpretation remains under investigation rather than declaring traversal passed.
[065351](evidence/native-2026-09-19-065351/report.json) passes two real environment/restart rounds, 107 assertions and **zero engine or script/VM errors**. Real mode settings save 2000-02-29 and Overcast, leave the current round untouched, and load/apply them in the next mode instance. Native clock progression remains unchanged; successful round two removes the private fixture files. Bounded station diagnostics show medical kits in backpack inventories outside the main world, consistent with catalog preview content; neither successor site ownership nor a teardown failure was observed in this run. Complete-loop regression and remote testing remain separate.
[070733](evidence/native-2026-09-19-070733/report.json) passes 58 assertions with zero native errors after canonical participant validation is shared by discovery and radio authorization. The lost-document path deletes all four original clues, rejects distant/NPC/obstructed observers, and identifies the station once by actual close approach before authorized tuning. No replacement documents are created.
[070919](evidence/native-2026-09-19-070919/report.json) passes 295 assertions with zero native errors. Preparation observes complete six-person membership of every original guard squad. Both existing patrol groups move and complete five ordered native Move events, crossing a cycle boundary, before route-only cleanup preserves a foreign Search. Startup queue enumeration repeats references that clear as waypoints complete; no production queue normalization was introduced. HQ preemption, manual gameplay and remote clients remain separate checks.
[071654](evidence/native-2026-09-19-071654/report.json) passes 60 assertions with zero native errors. The partial-knowledge case transfers one real clue before losing all four documents, then verifies that close physical discovery still identifies the radio station and permits tuning. It does not duplicate documents or require zero prior knowledge.
[072014](evidence/native-2026-09-19-072014/report.json) retains a casualty-loading readiness failure. Over ten seconds, the untouched parked Mi8 remains alive, upright and motionless, but its native helicopter simulation reports no ground contact. The real participant, helper, distance and visibility checks pass. Casualty loading is not yet qualified; physical landing-gear support is being investigated without accepting a stationary hover.
[072609 ordinary game](evidence/game-2026-09-19-072609/report.json) preserves a failed private `ArmaReforgerSteamDiag.exe` launch. Its vanilla intro splash reports unknown `SCR_WidgetExportRuleRoot` before Game module compilation completes. GameLib reports `ENF_WB`; this run does not establish ordinary production compilation or mission startup. The runner stops only its own process group/prefix and confirms cleanup and unchanged addon bytes.
[072700](evidence/native-2026-09-19-072700/report.json) retains an actual guard-cancellation failure: an initially empty fixture-owned automatic squad receives a late native dispatch after repeated preparation Stop. The ordinary six mission groups remain separate. This identifies an incomplete cancellation path; a one-time purge alone has not proved sufficient while the incomplete group remains alive.
[072838](evidence/native-2026-09-19-072838/report.json) passes the companion HQ/patrol fixture: 272 assertions and zero native errors. The original outpost squad physically completes a route cycle, receives a real HQ Search through the delivered-order method, retains its patrol queue, and resumes physical cyclic movement after actual HQ release. No additional response force is created. This deliberately bypasses report radio transit and is not multiplayer proof.
[073231 ordinary game](evidence/game-2026-09-19-073231/report.json) confirms that the regular executable omits editor/diagnostic GameLib defines, but reproduces the same vanilla intro-splash unknown-class error before Game compilation finishes. The failure remains fatal; further diagnostic collection must not turn it into a clean startup pass.
[073313](evidence/native-2026-09-19-073313/report.json) preserves a compile failure in the new wheel-support helper: the native method is `Math3D.MatrixIdentity4`, not `MatrixIdentity`. After correction, [073423](evidence/native-2026-09-19-073423/report.json) compiles and proves that the sleeping, engine-off helicopter fails all three short wheel-support traces. Its wheel pivots resolve distinctly, but no supporting collision is found within the tight tolerance. This may be an initially unsettled vehicle on sloping ground; neither a stale contact flag nor a safely parked aircraft is assumed. Native placement/settling is being investigated.
[073601](evidence/native-2026-09-19-073601/report.json) passes 68 native assertions with zero errors after retiring each cancelled instance's spawn intent before purging. The empty squad receives no dispatch/member; the partial squad keeps its one existing member and two prior dispatches unchanged for fifteen seconds while the independent control reaches six. Normal rollback deletes the seven captured actors and all three groups; another six seconds shows no delayed dispatch. Actual mission groups remain intact.
[073806](evidence/native-2026-09-19-073806/report.json) passes two complete Core escape/restart rounds with 564 assertions and zero engine or script/VM errors. Both rounds exercise Core administration, canonical player admission, independent clue routes, real radio service boundaries, repeated unconsciousness/recovery, replicated-feedback source values and player-guide copy, native objective widgets, helicopter extraction and restart. New radio feedback moves through inactive/waiting/transmitting/interrupted/resumed/cleared states. Station teardown diagnostics remain enabled and no catalog error occurs. These are source-bound local scripted rounds; subsequent initial-helicopter placement changes, ordinary game, real clients and FPS remain separate.
[074505 ordinary game](evidence/game-2026-09-19-074505/report.json) captures completed production Game compilation with no WORKBENCH/ENF_WB defines and no successor script compilation error. It remains a failed startup: the vanilla splash error persists, and the native executable crashes in `SpawnEntityPrefabEx` while expanding its first guard squad. The raw log reports no configuration for world-system initialization; the authored scenario header specifies vanilla MissionSystems. Launch/system configuration is therefore being investigated before another ordinary-game attempt. The private processes were stopped and source/log provenance verified; this is not a playable-startup pass.
[074655](evidence/native-2026-09-19-074655/report.json) confirms the production one-shot placement wake: the original helicopter settles naturally, all three tire bottoms meet terrain within millimetres, native contact becomes true, fuel remains present, and only one wake occurs before prisoner spawning. Separate raised, tilted and moving aircraft are rejected. The complete run remains failed: its later casualty step stays conscious because the fixture disabled damage handling before its own resilience-damage request. The fixture is corrected to admit only that synchronous native request while retaining surrounding protection; no production health changes are made.
[075014](evidence/native-2026-09-19-075014/report.json) preserves a native-removal fixture parse failure at a local variable named `reference`; it was renamed before further compilation. [075324 ordinary game](evidence/game-2026-09-19-075324/report.json) preserves a separate launcher compile failure: native `ArmaReforgerScripted` cannot own queued callbacks because it is not Managed. The queued transition is being moved into a managed helper; identity and mission admission are unchanged.
[075514](evidence/native-2026-09-19-075514/report.json) passes 87 casualty-service assertions with zero engine or script/VM errors. The original helicopter naturally settles after its one-shot initial wake, and separate unsafe-aircraft checks pass. The fixture's single admitted native damage operation incapacitates the actual controlled player; strict membership rejects the separate helper until the explicit helper-only adapter is enabled. External bench reservations and a physical wall prevent loading. Invoking the real action completion boundary then runs the local owner handshake, seats the living incapacitated player exactly once, releases the selected reservation and preserves identity. Duplicate completion and repeated Stop do not load or resolve again. The real controller takes the local fast path; helper identity is synthetic, action input is not held, legal phases are deliberately advanced, and the fixture requests reset. Remote RPC transit, pending-load deletion, manual play and multiplayer remain unverified.
[080004 ordinary game](evidence/game-2026-09-19-080004/report.json) compiles production Game with neither WORKBENCH nor ENF_WB, requests the Core scenario header once, initializes vanilla MissionSystems, verifies the selected header and reaches `phase 0 -> 1`. No repeat of the earlier guard-spawn crash is captured. The run is still failed: two vanilla splash unknown-class errors remain and the local player cannot bind an identity, so spawn admission correctly stays closed. Header transition and mission preparation are observed, not clean startup, a controllable player or a completed escape. The runner confirms private-process cleanup and identical launch/stopped addon bytes; raw errors remain in the source-bound archive. This does not establish ordinary input, remote authentication, multiplayer or performance.
[080058](evidence/native-2026-09-19-080058/report.json) passes 66 native casualty-removal assertions with zero engine or script/VM errors. The existing `SCR_RemoveCasualtyUserAction` resolves the occupied Mi8 child bench, exterior `door_l01_door` context and native authored exit. The actual conscious caller passes action visibility/permission, then one direct completion call uses the stock `KickFromVehicle` path. A native exit event clears vehicle and seat occupancy; the still-living incapacitated test body settles within the unchanged observation bounds beside the exit, and the bench is accessible. Root horizontal error is 0.710329m and terrain clearance is 0.862961m after an earlier observation correctly fails the clearance bound. No post-boarding teleport, recovery or retry is introduced. Pre-removal isolated extraction occupancy passes; post-removal evidence concerns physical vacancy, not recalculating a frozen outcome. This fixture ends through its own reset and does not exercise held input, remote action transit or multiplayer.