[Image #1] please diagnose the issue with traceable-reqs and file a proper issue against `BigscreenVR/traceable-reqs` using the gh cli


please fix all the YAML frontmatter bugs directly


[$gsd-health](C:\Users\decid\.agents\skills\gsd-health\SKILL.md)


[Image #1] what can we do about these codex cli warnings


please perform all the recommended adjustments


ok, now what can we do about these warnings? [Image #1] includes PostToolUse and PreToolUse errors


please use the gh cli to file any gsd-related issues you just discovered against `gsd-build/get-shit-done`


sorry, continue


are there duplicate gsd skill registrations? if so, let's prune them


[$gsd-resume-work](C:\Users\decid\.codex\skills\gsd-resume-work\SKILL.md) spawn the plan checker


what are the mcp servers being started?


[$gsd-resume-work](C:\Users\decid\.codex\skills\gsd-resume-work\SKILL.md)


[$gsd-plan-phase](C:\Users\decid\.codex\skills\gsd-plan-phase\SKILL.md) 6 --- respawn the planner subagent and instruct it to fix blockers


[$gsd-update](C:\Users\decid\.codex\skills\gsd-update\SKILL.md)


please reinstall latest to repair the installation


please clean up the worktree/tidy up the planning artifacts first


$gsd-execute-phase 06.3


proceed with staging deploy + staging playwright


$gsd-fast extract the icon from "BN Online Client 5-8.exe" and assign it as the favicon for the published client in this project (both for staging and prod)


did you do it all using the proper GSD workflow?


[$gsd-debug](C:\Users\decid\.codex\skills\gsd-debug\SKILL.md) using "C:\Users\decid\Documents\projects\rebno\TEMP_RESUME.md". delete the file after reading it.


the redeploy finished and the disconnect bug is still happening. there's nothing in window.__rebno.reconnectLog


tested, got kicked out. here's the reconnectLog:
[    {
        "event": "reconnect_attempt",
        "ts": 1778920935058,
        "timestamp": "2026-05-16T08:42:15.058Z",
        "detail": {
            "source": "joinRebnoRoom",
            "tokenCached": true,
            "tokenLength": 19
        }
    },
    {
        "event": "reconnect_failure",
        "ts": 1778920935074,
        "timestamp": "2026-05-16T08:42:15.074Z",
        "detail": {
            "source": "joinRebnoRoom",
            "tokenCached": true,
            "message": "room \"DwbQgg4kn\" has been disposed."
        }
    },
    {
        "event": "fresh_join_fallthrough",
        "ts": 1778920935074,
        "timestamp": "2026-05-16T08:42:15.074Z",
        "detail": {
            "reason": "reconnect_failed",
            "reconnectError": "room \"DwbQgg4kn\" has been disposed."
        }
    },
    {
        "event": "fresh_join_attempt",
        "ts": 1778920935074,
        "timestamp": "2026-05-16T08:42:15.074Z",
        "detail": {
            "tokenCached": true,
            "reason": "reconnect_failed"
        }
    },
    {
        "event": "fresh_join_success",
        "ts": 1778920935152,
        "timestamp": "2026-05-16T08:42:15.152Z",
        "detail": {
            "sessionId": "n0HV0b23Q"
        }
    },
    {
        "event": "force_reset_received",
        "ts": 1778920937178,
        "timestamp": "2026-05-16T08:42:17.178Z",
        "detail": {
            "reason": "replaced_by_new_session"
        }
    },
    {
        "event": "reconnect_sm_hardDisconnect_called",
        "ts": 1778920937178,
        "timestamp": "2026-05-16T08:42:17.178Z",
        "detail": {}
    },
    {
        "event": "client_onLeave",
        "ts": 1778920939179,
        "timestamp": "2026-05-16T08:42:19.179Z",
        "detail": {
            "code": 4001
        }
    }
] --- NOTE that your gh run watch takes a lot longer than just the staging deployment, because a lot happens afterward including the very long-running playwright smoke.


why was GameScene.dispose() getting called mid-session?


should scene teardown really be happening if the user didn't invoke any events that would trigger it?


the disconnect is still happening. mid-session. no intentional state transitions. here's the reconnectLog:
[    {
        "event": "fresh_join_fallthrough",
        "ts": 1778921641368,
        "timestamp": "2026-05-16T08:54:01.368Z",
        "detail": {
            "reason": "no_cached_reconnection_token",
            "tokenCached": false
        }
    },
    {
        "event": "fresh_join_attempt",
        "ts": 1778921641368,
        "timestamp": "2026-05-16T08:54:01.368Z",
        "detail": {
            "tokenCached": false,
            "reason": "no_cached_reconnection_token"
        }
    },
    {
        "event": "fresh_join_success",
        "ts": 1778921641428,
        "timestamp": "2026-05-16T08:54:01.428Z",
        "detail": {
            "sessionId": "_QC36MYv0"
        }
    },
    {
        "event": "force_reset_received",
        "ts": 1778921651751,
        "timestamp": "2026-05-16T08:54:11.751Z",
        "detail": {
            "reason": "replaced_by_new_session"
        }
    },
    {
        "event": "reconnect_sm_hardDisconnect_called",
        "ts": 1778921651751,
        "timestamp": "2026-05-16T08:54:11.751Z",
        "detail": {}
    },
    {
        "event": "client_onLeave",
        "ts": 1778921653760,
        "timestamp": "2026-05-16T08:54:13.760Z",
        "detail": {
            "code": 4001
        }
    }
] --- is there any way to make deployment faster? this iteration process is painfully slow.


ok, connection seems stable now. good work. here's the reconnectLog:
[    {
        "event": "fresh_join_fallthrough",
        "ts": 1778922848893,
        "timestamp": "2026-05-16T09:14:08.893Z",
        "detail": {
            "reason": "no_cached_reconnection_token",
            "tokenCached": false
        }
    },
    {
        "event": "fresh_join_attempt",
        "ts": 1778922848893,
        "timestamp": "2026-05-16T09:14:08.893Z",
        "detail": {
            "tokenCached": false,
            "reason": "no_cached_reconnection_token"
        }
    },
    {
        "event": "reconnect_token_cached",
        "ts": 1778922848936,
        "timestamp": "2026-05-16T09:14:08.936Z",
        "detail": {
            "reason": "fresh_join_success",
            "tokenLength": 19
        }
    },
    {
        "event": "fresh_join_success",
        "ts": 1778922848936,
        "timestamp": "2026-05-16T09:14:08.936Z",
        "detail": {
            "sessionId": "GjzPfx4EJ"
        }
    }
] ---- this is still way too long and extensive of an iteration loop for small changes. phase 4 verification took roughly a minute. phase 5 verification took almost 2min. the build process also took about 2min, and pushes hundreds of megabytes in "layers". surely ALL of this isn't necessary each and every time we want to test a single small fix? can't reused assets live somewhere to save time and bandwidth? with everything being web tech, shouldn't deployment be faster?


-remove standalone phase 4 step -add the buildkit cache -split the docker runtime layers -add support for the verification skip flag (use best judgment) -write a low-cost (ideally 0 extra cost) plan for splitting off the hashed static client assets from the server image. put the plan into an MD file somewhere in the project file tree.


ok, please wrap up this gsd debugging phase, and the gsd phase(s) it spawned from


[$gsd-capture](C:\Users\decid\.codex\skills\gsd-capture\SKILL.md) --list


$gsd-execute-phase 06.7


what steps are necessary to complete UAT?


please deploy staging now


[$gsd-capture](C:\Users\decid\.codex\skills\gsd-capture\SKILL.md) fix (summarize that SFTP/VM/asset sync issue) (what's necessary to fix it)


phase 06.7 UAT immediate fail. player charater animates ok, but does not move regardless of input.


UAT notes: -right-edge and bottom-edge floor collision both seem to stop me one pixel farther away (on the respective axis) than before -client of 2nd joiner doesn't see any remote player position or sprite updates -client of 1st joiner does see player position updates, but they're super slow, inconsistent timing, facing direction comes through but never sprite change (running anim never players), velocity is never applied. -diagonal stop drift fixed -no more dropped-packet hitching, silky smooth for local movement -chat works --- you can run test 4, and fill out the UAT for me.


[$gsd-resume-work](C:\Users\decid\.codex\skills\gsd-resume-work\SKILL.md) --- UAT notes from latest phase: UAT fail. remote player still has jerky motion in a straight line. frame analysis shows it's no longer stopping, but still gets slower
  over the course of 3 frames --> jumps far/"fast" on the 4th/1st frame. --- REGRESSION: upon reconnect, one or both sides cannot
  see/does not receive the other's movement. in this state, `facing` is seemingly the only state update that happens, and only transmits
  when the remote player stops moving on their end.


redeploy using the local deploy playbook. feel free to update or adjust the playbook if it has any shortcomings or misinformation.


UAT: it's even worse. still juttering across 3 frames. frame transitions 1->2 and 3->1 have motion in the expected direction. frame transition 2->3 either has no motion, or goes BACKWARD by 1-2px. "fix" is ng. try again.


better but linear movement is still not smooth. now the pattern is, frames 1->2 smooth, 2->3 smooth, 3->1 big (approx 3x prev. deltas) jump. repeat.


server tick being 20Hz is odd. sounds like it was pulled straight from minecraft. our server should be 30Hz to keep things smooth.


read "C:\Users\decid\AppData\Local\spt\psyches\tracked\agents\doyle\live_context.md" and "C:\Users\decid\AppData\Local\spt\psyches\tracked\projects\spt-core\doyle.md", then proceed with next steps under D7b. note that "crates\spt-daemon\src\applyhost.rs" was the last file written.


wdym plan directory isn't present? the plan is at "C:\Users\decid\Documents\projects\spt-core\M5-D7-PLAN.md"


$grill-with-docs question: can our debugging process for SPT leverage its own update-in-place and peer update proliferation features? could this machine simply build both the linux and windows binaries, then proliferate updates to the whole SPT subnet?


your rec is right


agree


agree. the objective here is to optimize debugging speed and efficiency, so it's important that the fastest machine can ideally build both binaries and quickly engage the rollout


agree, but yeah we shouldn't build too much infra for this directly into SPT. ideally it would use SPT systems without being any part of the production package which distributes to end users.


agree. what is the process for pinning a node to debug?


allowed, just require brokers to shut down first if the payload wants to update them and any are running


agree, as long as it can still be quick/responsive


agree. we'll proceed to implementation immediately after grilling, as this will speed up bugfixing and iteration.


need it to be agent-driven, so leaning toward SPT_DEBUG_RELEASE_SEED as a long-lived env var


ok


proceed to implement


are there docs in place for agents in this repo to be able to naturally discover this flow?


please roll it out to machine `gravity-linux`. can access SSH via `david@gravity-linux`. test to ensure it works as intended


note that the whole point of this addition was for fast debug deployment. if deployment takes an hour, that simply will not do and we need to adjust the approach