Callback trace contracts in the TD2 compare lane
The latest TD2 port checkpoint promotes the first callback-backed compare fixture on top of the existing pixel and PPU-state checks.
What changed
- Added
td2_contracts.*to resolvecallback_state_contracts.jsoncfrom the scene path and load validated intro checkpoints by frame. - The runtime now seeds a bootstrap callback/state shadow for covered frames.
- Compare bundles now emit
callback_contractnext tostate_contract. -
frame_01093is promoted as the first callback-backed fixture in the default smoke.
Why this matters
This closes the representation gap between archaeology outputs and the SDL runtime. The port can now carry validated callback/state checkpoints in-band with visual compare output instead of treating them as a separate offline report.
Validation
make -C port test-
frame300_compare: exact pixels, exact PPU-state parity, no callback contract expected -
frame1086_compare: exact pixels, exact PPU-state parity, no callback contract expected -
frame1093_compare: exact pixels, exact PPU-state parity, and8callback checks loaded from the validated01:9FE5contract with0failures
Next gate
The next step is replacing the seeded callback shadow with real callback/state execution for the front-end family and expanding callback-backed fixtures beyond frame 1093.
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