The client now boots cleanly on the bench machine (the CAC spawn-key
crash was fixed in 8e8483d). Add the harness used to drive bench scenes
and capture frametimes, the bench-world generation workflow, and a
self-contained handoff brief. All files live under analysis/ (packwizignored),
so nothing player-facing changes.
- harness/rcon.py: minimal RCON client for the temp worldgen server
- harness/run_scene.py: apply variant -> launch Prism under MangoHud ->
xdotool scene commands -> p50/p95/p99/1%-low from the CSV
- HANDOFF.md: state, gotchas, next steps
- build.py: disable DH autoUpdater for bench variants (suppress modal)
Everything the next agent needs to run the Phase 2 optimisation loop on a
machine that can launch the client:
- analysis/client-perf/: LEVERS (ranked levers + corrections), BENCH-MATRIX
(world, scenes, config IDs, blocks B0-B14 with decision rules),
PLAYER-TUNING, SPAWN-TUNING, research briefs, the jar scanner and its
output, observed default configs, and proposed-configs/ (build.py
generates tiers and bench variants and fails on unknown keys;
apply_variant.py applies a variant and merges options.txt).
- analysis/client-perf/bench/onion-bench/: bench-world datapack (scene
teleports, Create grid, mob pen, sound storm, 120 s teleport tour).
- analysis/audit/: the static recipe/dependency audit, including gen_fixes.py,
which generates the shipped Paxi datapack and was never tracked.
- phase0/: per-machine measurement harness (Steam Deck, 7700K/1060,
6700K/1080 Ti).
- .pi/journal.md: running work log; read it first.
All of it is packwizignored, so nothing here ships to players.