deploy/verify-scenes.sh replays each screenplay to its authored beats
under a paused Playwright clock — pulses, tweens, and fx advance only
on the harness's schedule, so the same beat renders the same bytes
every run — screenshots the reel, and diffs pixels against the goldens
in deploy/scene-goldens (30 frames: warp transits, impacts, curses
landing, in both views). A channel may drift 6 before a pixel counts,
0.2% of pixels before a beat fails; --update blesses intended changes.
Proven both ways before landing: a clean double-run reproduces all 30
goldens exactly, and resurrecting the warp-smear cutaway bug fails the
warp-transit beat at 61% pixel drift.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
Server: errors-only @sentry/node behind SENTRY_DSN, capturing the
unhandled-protocol catch with its message type and room. Client:
errors-only @sentry/browser behind VITE_SENTRY_DSN baked at build.
Backup: Sentry Crons check-ins (in_progress/ok/error) when
/root/.wizwar-sentry-cron holds the check-in URL. No DSN, no behavior.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
npm workspaces with three TypeScript packages: @wizwar/engine (pure
game logic), @wizwar/server (Node websocket authority), @wizwar/web
(Svelte 5 + Vite client). Server handshake and client build verified.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>