The previous chapter-by-chapter visualization felt disconnected — every
scene used a different idiom and the cast was anonymous "honest-0". This
commit lays the foundation for a coherent end-to-end story:
Cast (Sources/CrisisViz/Model/Cast.swift):
- Four named validators with stable color slots — Aaron (coral), Ben (teal),
Carl (amber), Dave (violet, Byzantine). The first three honest nodes claim
the lead slots; the byzantine node always plays Dave; surplus honest
nodes become muted "Peer-N" fallbacks.
- buildAssignment(nodes:) does the mapping once at load time and is cached
on DataManager so every render is a dictionary lookup.
DataManager:
- nodeColors / nodeNames now serve cast colors and cast display names so
every existing call site that reads them automatically picks up the new
naming with no chapter-by-chapter changes required.
- castRole(for:), castColor(for:), laneIndex(for:), castOrderedNodes() —
helpers chapters can opt into when they want lane order to follow the
cast (Aaron→Ben→Carl→Dave) rather than the simulation's raw node order.
Persistent sidebars (Sources/CrisisViz/Views/Sidebars.swift):
- CastSidebar (180pt left edge): one card per lead with color swatch,
display name, and personality cue. BYZ badge on Dave.
- LegendSidebar (200pt right edge): persistent encoding rules — color
= validator, stripe = round, border = vertex state, edge style =
parent link. The answer to "every view looks different".
- ImmersiveView wraps the SceneRouter in an HStack(CastSidebar, scene,
LegendSidebar) so chapters get a slightly narrower canvas without
needing to know the sidebars exist.
Story-beat titles (ChapterDefinitions + SceneNarrations):
- Chapter titles are now full sentences with a [Technical: ...] suffix
("Aaron speaks. Ben listens. The graph begins. [Technical: gossip
& DAG]"). Story-beat for the noob, technical handle for the engineer.
- Scene titles likewise rewritten as continuous narrative beats.
- All chapter narrations rewritten to address the cast by name and walk
the reader through what is happening rather than asserting it.
Decisions saved to memory at project_redesign_decisions.md so future
sessions know cast names, title format, and morph-not-cut policy.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Testbed (Sources/CrisisViz/Testbed/SceneCapture.swift):
- Add convergenceFineOffsets (21 slices), textScaleLadder (6 scales),
canvasSizeMatrix (7 sizes), and four extended capture functions
(captureComparisonAtAllSizes/AllScales, captureConvergenceFineGrained,
captureInspectorAtAllScales) — testbed now produces 279 PNGs across
16 folders.
- pickConvergingPair(snap:) BFS helper picks two vertices whose depth-3
cones share >=2 ancestors, so comparison sweeps always show a real
convergence story instead of a degenerate pair.
- runSanityChecks() walks every PNG, flags tiny files (<8KB), and
distinguishes real mid-animation freezes (3+ byte-identical frames
surrounded by varying frames) from expected settled-tail plateaus
by extracting numeric _t<value>s suffixes.
- runWindowResizeUnitTests() returns a 12-case ResizeUnitReport
covering shrink-below-min, grow-past-screen (PREVENTS TILING),
exact boundaries, ultrawide, and headless harness — currently 12/12.
Window resize (Sources/CrisisViz/App/CrisisApp.swift):
- Mark CrisisAppDelegate @MainActor and conform to NSWindowDelegate.
- Static clampResize(proposed:visibleSize:) extracted as pure helper
so the testbed can unit-test the resize policy without an NSWindow.
- windowWillResize caps proposed sizes at the screen visibleFrame so
drags never push past the menu bar — that push is what arms macOS
15+/Tahoe automatic edge tiling and silently locks every handle
except the left edge.
- Opt out of auto-tiling explicitly via .fullScreenDisallowsTiling and
re-attach our delegate on didBecomeKey, because SwiftUI replaces it
on key changes.
- Initial window is 80% of visibleFrame, centered (not flush against
edges), so the very first drag cannot trip the tile gesture.
AppSettings (Sources/CrisisViz/Engine/AppSettings.swift):
- New @Observable @MainActor settings object injected via
.environment(settings) at App scope; survives the entire process
and feeds the inspector text-scale slider.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- bundle.sh assembles CrisisViz.app (Info.plist + AppIcon.icns + resources)
and ad-hoc codesigns it so it launches as a proper Foreground app.
- Tools/MakeAppIcon.swift renders the app icon programmatically (10 sizes,
16-1024 px) as a 3-round mini-DAG matching the live node palette.
- CrisisApp.swift forces .regular activation policy via NSApplicationDelegate
so the Dock tile and menu bar appear even when launched unbundled
via `swift run CrisisViz`.
- Ignore build artifacts (.build, AppIcon.iconset, CrisisViz.app) and the
user-local .claude/ auto-memory directory.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Keynote-style presentation of the Crisis consensus protocol — 36 scenes
across 10 chapters, single-TimelineView Canvas rendering at 60fps with
Liquid Glass chrome. Driven by the simulation JSON dump.
The signature feature is the click-to-inspect overlay on Ch02: tapping a
vertex opens a recursive hash-unwrapping animation that reveals the
selected message's payload, then its parent hashes, then their pre-images
(parent messages with their own payloads + grandparent hashes), staggered
through to genesis. Makes the abstract idea of "what does a vertex know?"
visceral.
Includes a time-scrubbing testbed harness (`swift run CrisisViz --testbed`)
that captures 180 scene PNGs + 18 inspector reveal PNGs at successive time
offsets, with a MANIFEST quality checklist for human-eye verification.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The simulation now optionally records structured events (message creation,
delivery, round computation, voting, leader election) via EventRecorder and
exports a complete simulation dump to JSON via the new export_json module.
crisis_data.json captures a 10-step run that the SwiftUI visualizer consumes.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Five bugs prevented the full consensus pipeline from producing results:
1. k-reachability with k=0 required weight > 0, but some vertices had
weight 0. Fixed: k <= 0 degenerates to simple past-containment check.
2. SVP incorrectly included the current round (v.round). The paper's
Algorithm 6 only includes rounds strictly < v.round. With the current
round in SVP, the voting set contained only the vertex itself (peers
are spacelike), making agreement impossible.
3. Stage delta (δ) was computed as the SVP index, but the paper defines
δ = d_{svp}(s, t) as distance from s=max(svp). Fixed: δ=0 at the
newest round (initial proposal), increasing toward older rounds.
4. The voting set was recomputed per-round, but Algorithm 7 line 6
computes it ONCE for s=max(svp). Fixed: single voting set S shared
across all stages.
5. Demo parameters (difficulty=2, pow_zeros=0) made thresholds
unreachable. Calibrated: difficulty=1, pow_zeros=2 gives weights
that cross both the is_last (3*d) and SVP (6*d) thresholds.
Result: 3 honest nodes now converge on identical total order. Leaders
are elected via the full BA* pipeline (initial proposal → presorting →
gradecast → BBA binary agreement). Byzantine nodes cannot prevent
convergence.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Complete Python PoC of "Probabilistically Self Organizing Total Order
in Unstructured P2P Networks". Implements all 10 algorithms from the paper:
message generation, integrity checks, Lamport graphs, virtual synchronous
rounds, safe voting patterns, virtual leader election (BA*), longest chain
rule, total order via Kahn's algorithm, and push/pull gossip.
Includes simulation harness, full node binary, and 72 passing tests.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>