Commit Graph
4 Commits
Author SHA1 Message Date
ukimsanovandClaude Opus 4.7 3542a79b3a fix(skill): reconcile SFX drift tolerance to ±0.1s across script + prose
Vai (vanceingalls) caught a 10× tolerance mismatch between the script
and the prose. Rames confirmed as blocking:

  step-5-build.md:458 (per-beat evidence rule):  ±0.05s
  step-6-validate.md     (playback verification):  ±0.1s
  w2h-verify.mjs:29 (SFX_DRIFT_TOLERANCE_S):       0.5s

So an agent writing per-beat evidence at ±0.05s reports a 0.3s drift
as FAIL, while the script reports the same drift as PASS. The pasted-
verbatim report contradicts the agent's evidence block — exactly the
kind of internal contradiction this PR was built to eliminate.

Converged on ±0.1s everywhere:

- w2h-verify.mjs:29: SFX_DRIFT_TOLERANCE_S = 0.1 (3 frames at 30fps)
- step-5-build.md:458: ±0.05s → ±0.1s, with cross-reference noting it
  matches the script + step-6 playback floor

The other ±0.5s constants in step-6 are for total audio/video duration
and storyboard beat-range matching — those are coarser-grained timing
checks (not SFX-to-visual sync). Left as-is intentionally.

Regression check: huly-v3 now flags 4 SFX drifts instead of 3 — the
new one is glitch-1.mp3 at 0.20s drift (6 frames). The old 0.5s
tolerance was masking this real timing issue.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:15:39 -07:00
ukimsanovandClaude Opus 4.7 a5bc11632f fix(skill): address PR #1026 review — find $HOME, order-indep audioRegex, cached reads
Three issues from Miguel's + Rames's reviews:

**[Blocking] find / violates CLAUDE.md guidance (Miguel)**

CLAUDE.md says: "When running find, search from . (or a specific path),
not / — scanning the full filesystem can exhaust system resources on
large trees." I introduced 3 instances of `find /` in skill prose to
help sub-agents locate skill files from unknown CWDs. Replaced all 3
with `find "$HOME" ... -maxdepth 10`. Verified all 4 skill files
resolve correctly under $HOME on the testbed setup.

Files: step-3-storyboard.md (×2), step-5-build.md, step-6-validate.md.

**[Blocking] SFX audio regex assumed attribute ordering (Miguel + Rames)**

The v2 audioRegex required src= to appear lexically BEFORE data-start=
in the same <audio> tag. But capabilities.md:365 — in the same skill —
documents the canonical pattern with src= LAST:

  <audio id="..." data-start="..." data-duration="..." data-volume="..."
         data-track-index="..." src="...">

Real compositions following the docs would have audio tags that don't
match the regex → SFX reported as MISSING → false FAIL in the script
output → false alarm in the user-facing summary. Exactly what v2 was
supposed to fix.

Replaced with the same two-step shape that readBeatDurationsFromIndex
already uses correctly: match `<audio[^>]*?>` to grab the whole tag,
then extract src= and data-start= from the tag string with independent
regexes. Verified both attribute orderings (src first, src last) now
work via inline node test.

**[Minor] readBeatCompositions / readBeatDurationsFromIndex re-read on
every call (Rames)**

Added process-scoped caches to both helpers. The script is a one-shot
CLI so no invalidation needed — first call hits disk, subsequent calls
return the cached result. readBeatCompositions was called 3×,
readBeatDurationsFromIndex 2× — now 1× each.

**Regression checks**

- huly-v3: 4 PASS · 3 FAIL · 1 INFO (unchanged — same 3 real issues
  flagged: 48px wordmark, missing shaders, 3 SFX drifts)
- huly-launch-v4: 6 PASS · 0 FAIL · 2 INFO (unchanged)
- Lint + format: clean

2 files changed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:44:45 -07:00
ukimsanovandClaude Opus 4.7 f4a7961bc1 fix(skill): w2h-verify v2 — kill false positives from real-agent debrief
A fresh agent session ran the v1 verify script and the disclosure pasted
into their final summary showed 3 FAIL rows for things that weren't
actually defects:

  Headline font-size: flagged Beat 2 (wordmark SVG), Beat 3 (UI grid),
    Beat 5 (terminal). None of these legitimately have text headlines.
  Timeline coverage: flagged 5/6 beats because the script's regex only
    saw `tl.X(..., 2.5)` literal positions and missed forEach loops,
    variable-position tweens, and long-duration scaler tweens.
  Beat durations: flagged 2 beats because my "duration X.Xs near beat
    label" fallback false-matched non-beat durations
    (e.g., "shader runs — duration 0.7s" near a "Beat 1" mention).

The agent had to write ~5 paragraphs defensively justifying each false
FAIL. That's friction we can fix.

Tested against the agent's actual project (huly-launch-v4): went from
4 FAIL (3 false positives + 1 real bare-table parser miss) to 0 FAIL.
Also re-verified huly-v3 still correctly catches its 3 real issues
(48px wordmark, missing shaders, 3 SFX drifts) — no regression.

**Brand visuals check**

Switched from "≥30% asset usage" (gameable, rewards quantity over quality)
to "at least 1 beat references a captured hero/image/svg" — quality
signal that's cheap to satisfy when real, hard to fake. Excludes fonts,
logos, favicons, contact-sheets.

**Headline check**

Now only flags beats where the LARGEST font-size is in the 40–<80px
range — the "aspiring headline but too small" zone. Below 40px = beat
has no text headline by design (terminal, UI labels, SVG-only); skip.
≥80px = proper headline; pass. Eliminates the false positives on
SVG-dominated and UI-grid beats while still catching the real "headline
too small" failure (Beat 4 at 72px in this run; Beat 1 wordmark at 48px
in another).

**Timeline coverage check**

Three improvements:
1. Detects forEach loops + for-loops containing tl.X() calls — beats
   with these have events at positions the static parser can't read;
   mark as INFO-skipped rather than failed.
2. Detects long-duration tweens — if a single tween's duration covers
   ≥70% of the beat duration (camera dolly, breathing animation), the
   beat has full coverage via persistent motion; skip the position check.
3. New paren-balanced parser for extracting tl.X() position arguments —
   the v1 regex was matching `rgba(86,131,218,0.35)` and capturing 0.35
   as a tween position. The new parser walks paren depth and only
   captures top-level trailing numeric args. No more rgba false matches.

**Shader transitions check**

Two fixes:
1. Filter out inventory lines — lines listing 3+ shader names are
   "what's available," not "what's planned for use." Real use
   mentions one or two shaders per line.
2. Apply the same SFX-context exclusion to the declared side that the
   present-check side already had — "glitch" inside `sfx/glitch-1.mp3`
   no longer counts as a declared shader transition.

For huly-v3: was 6 declared (1 phantom from inventory + 5 + glitch
from SFX), now 2 declared (light-leak, cinematic-zoom) — matches the
storyboard's actual plan.

**Beat duration check**

1. Dropped the "duration X.Xs within 200 chars of beat label" fallback
   — too loose; matched shader durations, animation durations, anything
   labeled "duration". This was the source of the 0.70s misread in the
   debrief.
2. Added a bare-number timing-table parser for the format
   `| 1 | 0.00s | 5.20s | 5.20s | ... |` (with optional `>` blockquote
   prefix). Computes duration = end - start.
3. Added a negative lookahead so `\bB3\b` doesn't false-match "B3.1"
   sub-beats and grab the wrong row.
4. Filter buildBeatIds to only numbered beats — skips the root
   composition (`data-composition-id="main"`) so it doesn't inflate
   "parseable" count.

**Brand visuals + asset count**

Excluded fonts/ subdirectory (always-used via @font-face → would
always pass) and contact-sheet-*.jpg (pipeline outputs, not website
inputs). Both inflated the denominator and weakened the signal.

**Edge case fixes**

- Removed `basename` unused import (oxlint).
- Fixed shader-name substring overlap: longest-name-first matching so
  "cross-warp-morph" doesn't double-count as "cross-warp".
- SFX timestamps now collect ALL audio tags per file (multi-timestamp
  SFX like click×3); picks closest index timestamp to each storyboard
  timestamp instead of just keeping the last.

**Step 6 doc**

Updated the skill's "w2h-verify — the source of truth" section to
describe the new checks accurately and what failure mode each catches.

2 files changed, +486/-109. Format + lint clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 09:03:35 -07:00
ukimsanovandClaude Opus 4.7 190f1ec71a feat(skill): w2h-verify script + Step 6 DoD wiring — tooling-based enforcement
Three rounds of text-based enforcement plateaued. A third agent debrief
showed the same failures: 9% asset usage (vs ≥30% floor), shader
transitions declared in STORYBOARD.md but not in shipping index.html,
SFX timestamps drifted up to 12.4s, animation-map skipped, MP4 not
rendered, honest-disclosure section omitted from final summary.

The pattern is clear: language-only enforcement is selectively
interpretable by the agent under ship pressure. Move enforcement into
tooling — facts the agent can't fudge.

**New script: `skills/website-to-hyperframes/scripts/w2h-verify.mjs`**

Pure file-analysis script (no shell spawns). Computes six checks and
prints a PASS/FAIL/INFO table:

1. Asset usage — assets referenced in compositions ÷ assets captured;
   target ≥30%. Tested against videos/huly-v3: caught 6/74 = 8% FAIL.
2. Shader transitions consistency — STORYBOARD.md-declared shaders vs
   index.html. Longest-name matching to avoid substring false positives
   (cross-warp-morph not double-counted as cross-warp). Tested: caught
   6 declared / 1 present / 5 missing.
3. SFX timestamp drift — parses STORYBOARD.md table rows for
   `sfx/X.mp3` + time-with-`s`, parses index.html <audio data-start>,
   flags drift >0.5s. Tested: caught 12.4s drift on click.mp3 that
   the agent debrief didn't even mention.
4. animation-map.json existence — explicit file check.
5. Rendered MP4 existence — scans project root, output/, renders/.
6. Required artifacts — STORYBOARD.md, DESIGN.md, SCRIPT.md, index.html
   all present.

Exit code: 0 (all pass) or 1 (one or more fail). The script's output
becomes the Step 6 deliverable — paste verbatim into the user-facing
summary.

**Skill update: `step-6-validate.md`**

Adds `w2h-verify report` to the DoD checklist with the rule: paste the
FULL output verbatim into the final summary. Cherry-picking rows,
substituting adjectives for percentages, or omitting FAIL lines is
explicitly forbidden. If a row says FAIL, either fix it and re-run
until PASS or include the FAIL line verbatim in "What I did NOT
verify" with a one-sentence reason.

Test run against the project that prompted this:

```
SUMMARY: 1 PASS · 4 FAIL · 1 INFO
- Asset usage: FAIL 6/74 (8%) target ≥30%
- Shader transitions: FAIL 6 declared, 1 present, 5 missing
- SFX timestamps: FAIL 3 drifted >0.5s (max 12.4s)
- animation-map.json: FAIL missing
- Rendered MP4: INFO no .mp4 found
- Required artifacts: PASS
```

The agent could selectively ignore "the WCAG warnings are false
positives." The agent cannot selectively ignore a line that says
`6/74 (8%) — target ≥30%`.

2 files changed (+ 1 new script, ~330 lines). Format checks pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 00:45:42 -07:00